There is a perception that all RPGs lie somewhere on a spectrum. At one end there are games which attempt to simulate a world and the player is bound by the rules of that simulation – e.g. the character starts with certain amount of gold, a fixed number of spells.
A critical component of good game design is how the game’s mechanics mesh with the game’s narrative. If the these elements do not align the player’s ability to suspend disbelief is challenged. For example, most games have mechanics which allow a character to attack at a range but the narrative,
Fate True prophecies involve predetermination, a fixed time-line or gods of fate ensuring things happen. Which means the prophecy will be fulfilled regardless of what the characters do. As railroading the players this much is something most GMs avoid, adventures focus not on stopping the prophecy but on making sure
There is an almost universal trope in tabletop RPGs that a player (other the GM) only has narrative control of their own character. That is, they have very little ability to create and define parts of the world – the narrative – the character exists in. When creating a new
2016 and its December RPG Blog Carnival have now come to a close. It has been 6d6 RPG’s pleasure to host the theme of Garbage and Sewers. So as the big top is taken down and the midden is filled over, let us pick through the litter of the contributions.
Where are the toilets on the Enterprise? It may seem like a silly question but waste is an important part of life and therefore a potential source of role playing. For GM’s, thinking about toilets and garbage can give rise to deeply unpleasant monsters (shit elementals), places for adventures to
We use this image in our tabletop RPG adventure Dungeon of Demon Strata. By DeeVad CC-BY-SA
The split between traditional and story gaming. Murdering The Plot A while ago I ran our whodunit adventure Mince Pies & Murder for the Indie+ team, gamers who are heavily into games such as Apocalypse World and Fate. These are games where the players are significantly involved in the creation
Four key reasons why story telling in RPGs is fundamentally different from other media. RPGs Are A Collective & Social Activity The great story telling media – oral, prose, verse, stage and screen – all have one thing in common. The final output is a product of one person’s vision.
Written by Ken Spencer and published by Cubicle 7. Rocket Age is a role playing game of retro space adventures set in an alternate 1930s. Rocket Content Rocket Age wastes no time in setting up and introducing the tone of the game and setting. The game is grounded in melodrama