Roleplaying
It should be obvious by now that hitpoints like those found in D&D, Pathfinder, and similar games don’t make any sense. Characters can take a dozen hits or fall from a great height and walk away unscathed. Normally, there’s no reason to harp on how … read more »
I’ve been thinking of running a TTRPG campaign where the PCs are being accidentally dragged through many alternate worlds by the Big Bad. This allows for an episodic structure where they can foil a different plan in a different world each adventure, but also means … read more »
Torchbearer is a great game. It makes the environment feel dangerous and ensures every stash of copper pieces feels like a wondrous treasure. Torchbearer has even revitalized my interest in dungeons, something I thought was dead forever. But like any game I play a lot, I … read more »
Arr, me hearties, after a mere four years of development, Rising Tide is finally released for sailors and officers alike to enjoy. The time we spent on this Torchbearer expansion involved a lot of writing, rewriting, and of course, playtesting. So much playtesting. Looking at … read more »
After the Island Empire fell, the seas were lost. Sailors whisper that the ocean air glows and tears open, releasing titanic leviathans that slither out into the sea. They say the very fabric of reality shifts with the wind, sending the crew falling into the … read more »
In this series’ first entry, I looked at how RPG combat can serve the story. Next, I talked about why the vast majority of RPG combat doesn’t. In this final entry, we’ll consider how RPG combat can do better. For our purposes, “combat” refers to any … read more »
Gather round, all ye game masters, designers, and RPG enthusiasts: it is time for part two of this series on extended conflict-resolution rules in roleplaying games. We refer to these rules as “combat” for brevity’s sake, even though they often include rules for car chases, … read more »
If your RPG upbringing was anything like mine, you were taught from a young age that combat and story are eternally opposed to each other. You were raised to believe that players are either obsessed with combat to the point of ignoring the narrative or … read more »
I love reading roleplaying games. I have shelves of books and folders of PDFs that I’ll never have time to play, but I read them anyway because it’s fascinating to see what different designers come up with, from the cutting edge of modern roleplaying to … read more »
Over the last few years, I’ve been making a gradual transition from hack-and-slash based campaigns to more story focused play, and one problem I’ve encountered is that many players don’t seem to get that their characters are allowed to grow. I’ve now had 2 specific … read more »