tag:blogger.com,1999:blog-198159762024-03-07T08:43:54.278-08:00Socratic DesignAn Introductory Resource for RPG Design and TheoryUnknownnoreply@blogger.comBlogger155125tag:blogger.com,1999:blog-19815976.post-80982603938271812742015-12-14T06:42:00.000-08:002015-12-14T06:42:12.028-08:00Socratic Design Topical Index #2<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">Heya,</span></span></div>
<b id="docs-internal-guid-9d79e6c9-a0ef-7396-e702-0ed4df96a683" style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">Barring some radical change in my life, this will be the final entry for Socratic Design. Here you can find links to all the articles relating to tabletop RPG design and theory. It’s been a very fruitful 10 years on this blog, and I am thankful to everyone who took this journey with me. For those coming to this blog for the first time, I hope that what you find is useful. I will not be checking it, so I’m afraid that any comments or questions will almost certainly go unanswered.</span></span></div>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">SD Topical Index 2</span></span></div>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On Design Aids</span></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2005/12/what-are-big-three.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is The Big 3?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/03/what-are-alt-3.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is The Alt. Three?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/01/what-are-power-19-pt-1.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What are the Power 19? Pt.1</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/01/what-are-power-19-pt-2.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What are the Power 19? Pt. 2</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/05/why-should-i-post-my-power-19.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Why should I post my Power 19?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2009/10/what-happened-to-power-19.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Whatever Happened to the Power 19?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/08/when-is-concept-ready-to-be-draft.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is the System Design Checklist?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/12/what-is-setting-part-3.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is the Setting Design Checklist?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/03/are-there-any-design-outlines.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Are There any Design Outlines?</span></a></span></div>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On Writing and Designing A Game</span></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/05/why-do-people-do-rpgs.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Why Do People Do RPGs?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2008/02/what-should-i-design.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Should I Design?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/01/how-do-i-get-started-heya-since-its.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How Do I Get Started?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/01/what-should-i-expect-from-my-first.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Should I Expect from My First Design?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2011/09/what-should-my-mechanics-be-like.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Should My Mechanics Be Like?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2010/07/when-do-i-abandon-game.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">When Do I Abandon a Game?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2009/12/what-is-mathematician-syndrome.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is the Mathematician Syndrome?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2009/07/what-are-some-common-pitfalls.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What are Some Common Pitfalls?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2009/08/another-pitfall.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Another Pitfall</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/02/what-is-comlexity-creep.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Complexity Creep?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2008/04/what-do-i-do-if-i-get-stuck.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Do I Do If I get Stuck?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/05/what-is-sacred-cow.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is a Sacred Cow?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/04/how-can-my-game-better-teach-mechanics.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How Can My Game Better Teach Mechanics? Pt. 1</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2011/10/how-can-my-game-better-teach-mechanics.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How Can My Game Better Teach Mechanics? Pt. 2</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/04/what-else-besides-dice.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Else Besides Dice?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/10/what-is-strength-of-emphasis.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Strength of Emphasis?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/08/when-is-concept-ready-to-be-draft.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">When is a Concept Ready to Be a Draft?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/03/how-do-i-design-dungeon.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How Do I Design a Dungeon?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/09/what-is-flag.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is a Flag?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2014/09/what-do-i-do-if-i-find-myself-designing.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Do I Do if I Find Myself Designing a Heartbreaker?</span></a></span></div>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On Resolution</span></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2009/11/what-is-resolution.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Resolution?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2009/11/what-are-narration-rights.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Narration Rights?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2010/06/what-is-dfk.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is DFK?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2011/02/how-do-fortune-resolution-mehcanics.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What are the Different Types of Fortune Mechanics?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/11/what-is-chopping-world-in-two.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Chopping the World in Two?</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On Setting</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/05/does-setting-still-matter.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Does Setting Still Matter? Part 1</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2014/03/does-setting-still-matter-part-5.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Does Setting Still Matter? Part 2</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/11/what-is-setting-part-1.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Setting? Pt. 1</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/12/what-is-setting-part-2.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Setting? Pt. 2</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/12/what-is-setting-part-3.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Setting? Pt. 3</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/12/what-is-setting-part-4.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Setting? Pt. 4</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2010/12/is-there-new-blasted-sands-available.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Is There a New Blasted Sands Available?</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On Publishing</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/01/whats-it-like-to-publish-rpg.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Is It Like to Publish a RPG?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2010/08/is-publishing-really-that-painful.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Is Publishing Really That Painful?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/02/what-if-my-game-turns-out-crappy.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What if my Game Turns Out Crappy?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/02/what-is-fulfillment-service.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is a Fulfillment Service?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/04/what-is-troys-12-step-process.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Troy’s Twelve Step Process?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/04/another-process.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Another Process.</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/05/yet-another-process.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Yet Another Process.</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/04/where-can-i-get-art-for-my-game.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Where can I get Art for My Game?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2011/12/what-are-some-different-publishing.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Are Some Different Publishing Models?</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On Rewards</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2008/03/is-character-advancement-necessary.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Is Character Advancement Necessary?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/01/is-play-its-own-reward.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Is Play Its Own Reward?</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On Character Death</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/05/when-should-character-die.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">When Should a Character Die?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/03/what-is-death-spiral.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is a Death Spiral?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/04/why-do-players-avoid-killing-characters.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Why Do Players Avoid Killing Characters?</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On The Big Model</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/05/what-is-character.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Character?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/11/what-is-setting-part-1.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Setting?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/01/what-is-situation.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Situation?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/09/what-is-system.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is System?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/05/what-is-color.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Color?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/03/what-is-social-contract.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is the Social Contract?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/09/what-is-creative-agenda.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Creative Agenda?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2010/12/what-is-titb4b-and-whys-it-bad.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is TITB4B and Why’s It Bad?</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On Other RPG Theory</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2010/11/what-is-stance-theory-part1.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Stance Theory? Pt. 1</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2011/01/what-is-stance-theory-part2.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Stance Theory? Pt. 2</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/09/is-min-maxing-bad.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Is Min-Maxing Bad?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/08/which-is-better-hit-points-or-dps.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Which is Better, Hit Points or DPS?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/08/what-is-gm.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is a GM?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/04/how-can-magic-be-used-in-rpg.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How can Magic be Used in a RPG?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/01/what-is-chargen.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Chargen?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/02/what-is-fun-now-manifesto.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is the Fun Now Manifesto?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/02/what-is-204-ratio.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is the 20:4 Ratio?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/12/what-are-three-major-timescales-in-rpgs.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Are the Different Time Scales in an RPG?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/03/what-are-different-types-of-rules.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Are the Different Types of Rules?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/11/what-is-gm-fiat.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is GM Fiat?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/10/what-is-endgame.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is an Endgame?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2014/05/what-is-rule-zero.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Rule Zero?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2014/10/what-is-tpk.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is TPK?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2015/02/who-has-final-say.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Who Has Final Say?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2015/04/what-is-catch-up-mechanic.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is a “Catch-Up” Mechanic?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2015/09/what-is-currency.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Currency?</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">On The Community</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2010/11/what-iswas-forge-all-about.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What Is/Was The Forge About?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/03/what-is-iron-game-chef.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is the (Iron) Game Chef?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2005/12/what-is-diaspora.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is Diaspora?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2015/11/the-end-draweth-nigh.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">The End Draweth Nigh</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">Editorials</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/02/what-is-future-of-rpgs.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is the Future of RPGs?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/02/so-what-are-we-looking-for.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Why Design a RPG?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/02/what-is-heartbreaker.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is a Heartbreaker?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/02/what-is-traditional-game.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">What is a Traditional Game?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/02/so-what-are-we-looking-for.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">So What Are We Looking For?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/01/how-do-i-appeal-to-youth.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How Do I Appeal To Youth?</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2005/12/side-rant.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">A Side Rant.</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">Laments</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2011/10/d-alignments-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">D&D Alignments: A Lament</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/02/d-spell-components-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">D&D Spell Components: A Lament</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/03/troupe-play-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Troupe Play: A Lament</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/01/d-magic-items-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">D&D Magic Items: A Lament</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/04/world-building-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">World Building: A Lament</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/03/spell-books-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Spell Books: A Lament</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/11/equipment-lists-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Equipment Lists: A Lament</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2015/01/meeting-at-inn-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Meeting at the Inn: A Lament</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2015/10/splitting-party-lament.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Splitting the Party: A Lament</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">Anthologies</span></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/03/socratic-design-anthology-1.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #1</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/08/socratic-design-anthology-2.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #2</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2006/12/socratic-design-anthology-3.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #3</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2007/05/socratic-design-anthology-4.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #4</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2009/12/socratic-design-anthology-5.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #5</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2011/02/socratic-design-anthology-6.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #6</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2012/05/socratic-design-anthology-7.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #7</span></a></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2013/05/scratic-design-anthology-8.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #8</span></a></span></div>
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<span style="color: white;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-</span><a href="http://socratesrpg.blogspot.com/2014/05/socratic-design-anthology-9.html" style="text-decoration: none;"><span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Socratic Design Anthology #9</span></a></span></div>
<b style="font-weight: normal;"><span style="color: white;"><br /></span></b>
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<span style="background-color: transparent; font-family: Arial; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">Peace,</span></span></div>
<span style="color: white;"><br /></span>
<span style="font-family: Arial; font-size: 14.6667px; vertical-align: baseline; white-space: pre-wrap;"><span style="color: white;">-Troy</span></span><br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-627523153005716082015-11-09T12:59:00.000-08:002015-11-10T04:43:38.731-08:00The End Draweth Nigh<div class="MsoNormal">
Greetings dear friends!
Back in September, I mentioned I had an exciting announcement to make
about Socratic Design. Here it is: my
work here is just about finished!<o:p></o:p></div>
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<br /></div>
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The time has come for me to finally close down this
blog. I’ve been writing here for almost
10 years. If all goes according to plan,
SD will have had 10 years of life before I finally pull the plug. <o:p></o:p></div>
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<br /></div>
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My life has changed a lot since I started this blog back in
2005. At the time, I was single and very
young. I was playing RPGs regularly once
or twice a week. I had a very solid core of fellow gamers who all shared a
creative vision for each session.
However, as so many of you no doubt have experienced, life changes. Everyone who was in my play group moved away
or drifted away. We got old, got
married, and got jobs. While many can balance game-life and real-life, we came
to realize that we no longer wanted to make the sacrifices necessary to do that. And I personally, found other hobbies.<o:p></o:p></div>
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<br /></div>
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As a result, I am no longer playing tabletop RPGs, let along
designing or even thinking about them. If
you aren’t playing RPGs, you can’t intelligently talk about them. I have no wish to push off naval-gazing as
practical advice, so I cannot continue Socratic Design in good conscience.<o:p></o:p></div>
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<br /></div>
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So where’s what I’m going to do: There will be one more
Anthology then I will compile all my posts for a second <a href="http://socratesrpg.blogspot.com/2011/03/sd-topical-index-1.html" target="_blank">Topical Index</a>. When I have that finished some time in
December, I’ll post it as a final reference guide for Socratic Design. I will not be deleting this blog, it will
stay as a reference to anyone looking for answers to questions about RPG
design. I am very proud of what I’ve
accomplished here, but it’s just time for me to move on.<o:p></o:p></div>
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<br /></div>
<div class="MsoNormal">
I am writing for another website now. If you’re interested, you can follow my
exploits on <a href="http://explorminate.net/" target="_blank">eXplorminate</a>. I’d love to
see you there.<o:p></o:p></div>
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<br /></div>
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Anyhow, this is pretty much the end for Socratic
Design. For those who’ve followed me or
read my articles, thank you so much for being a part of my life. I treasure each and every one of you.<o:p></o:p></div>
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<br /></div>
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Peace,<o:p></o:p></div>
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<br /></div>
<br />
<div class="MsoNormal">
-Troy<o:p></o:p></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-11942542675819676332015-10-22T12:27:00.003-07:002015-10-22T12:28:16.073-07:00Splitting the Party - A Lament<div style="margin-bottom: 0.0001pt;">
Heya,<br />
<br />
<o:p> </o:p>This is a continuation in my series of
lamentations about RPGs, mostly fantasy or sci-fi style RPGs to be exact.<br />
<br />
<o:p> </o:p>One thing I’ve always had veteran
D&D (and, honestly, Call of Cthullu) grognards tell me is, “Never split the
party! It’s the fastest way to get
everyone killed.” I’m not here to
criticize that.<br />
<br />
They’re right. It is a very efficient way to end up with a
TPK (LINK from TPK entry).<br />
<br />
<o:p> </o:p>The thing is, I think we might be
missing an opportunity for some really good play. Let’s go back to the fiction that pretty much
was in the inspiration for every adventuring party since the mid 20th century:
The Fellowship of the Ring.<br />
<br />
<o:p> </o:p>Now, I’m not advocating AT ALL a FotR
style party split. I can’t imagine how
boring it would be for the Same, Frodo, and Gollum players to simply be told,
“…and you’re still walking.” week after week while all their friends get to do
stuff like fight at Helm’s Deep, Isengard, or Pelinnor Fields.<br />
<br />
<o:p> </o:p>And yet, I think there are some things
we can take from this. First, Gandalf
picks up some important info in the libraries of Gondor (how to reveal the
script on the One Ring) and that a key ally has betrayed the good guys
(Saruman). Merry and Pippin pick up some
allies for the freefolk (Ents). Aragorn,
Gimli, and Legolas secure further reinforcements for Gondor (Rohan). All of those are really cool plot points that
would be very impractical and rather dull if 10 people were involved in each.<br />
<br />
<o:p> </o:p>So what can splitting the party be good
for? Here’s a brief, non-exhaustive
list:<br />
<o:p> </o:p><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Getting some key information<br />
<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Scouting a future destination<br />
<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Planting a spy or trap<br />
<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Securing allies or resources<br />
<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Misdirecting an enemy<br />
<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Division of labor<br />
<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Accounting for a player’s absence<br />
<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Executing a battle plan or magic ritual<br />
<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]-->Create a dragnet to capture a target<br />
<br />
<o:p> </o:p>Those are just a few ideas. No
doubt you can come up with more if you give it some think-time. Splitting the party is not something you’ll
do every session or even for a majority of sessions. But it is a play technique that can be used
to involve plot ideas that cannot be done efficiently or practically any other
way. Naturally, players may be wary of
splitting up at first. Don’t force
them. Let things play out, and let them
build trust in their own way.<br />
<br />
<o:p> </o:p>Peace,<br />
<br />
<o:p> </o:p>-Troy</div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-84067962721505689662015-09-03T09:21:00.002-07:002015-09-03T09:21:31.308-07:00What is Currency?Heya,<br />
<br />
Back from summer break, and unfortunately, I’ve just got a short one today, guys. The word “currency” gets thrown around an awful lot in RPG texts and on RPG design boards. It usually gets taken for granted what it means, but I somehow get the nagging feeling at times that the other person I’m talking with doesn’t grasp the concept fully. So, I’m doing this post today to help assuage my conscience.<br />
<br />
<a href="http://www.indie-rpgs.com/_articles/glossary.html" target="_blank">The Provisional Glossary</a> defines currency as “The exchange rate within and among Character Components. Currency may or may not be explicit (e.g. "character points"), but it is a universal feature of System, specifically as it relates to Character.” Defining currency as “the rate of exchange” is partially unhelpful, I feel, because first it focuses people on the numbers involved instead of the game components involved. It’s the components that really matter as far as the fiction goes. And second, because it makes it seem like currency is something that can only be found on characters. This is not necessarily the case.<br />
<br />
So, for the purposes of Socratic Design, I’m going to define “Currency” as, “Any character and/or other game component that can be spent, lost, gained, or traded for some in-fiction effect.” So basically, you’re trading something from the real world (that is written on the character sheet, GM sheet, or whatever else) for something in the imaginary world. <br />
<br />
What are some examples of currency?<br />
<br />
There are some pretty easy ones most are familiar with. Hit points, mana, sanity, rounds of ammunition, attacks per round, gold pieces, experience points, etc. are all examples of currency. But so are bonus die like in The Shadow of Yesterday, fan mail like in Prime Time Adventures, or Humanity in Sorcerer. GMs can also have currency they spend to increase the danger of an encounter or to build dungeons that challenge the players.<br />
<br />
Just remember, currency is simply some out-of-fiction resource you can use, spend, trade, or accumulate to get in-fiction effects.<br />
<br />
Peace,<br />
<br />
-Troy<br />
<br />
P.S. I will be making an exciting announcement about Socratic Design later this year. Please check back every so often as I prepare for SD’s next phase.<br />
<div>
<br /></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-37852467504548270802015-04-07T06:05:00.002-07:002015-04-07T06:05:53.304-07:00What is a “Catch-Up” Mechanic?<br />
Heya,<br />
<br />
Every RPG, just about, has some kind of tactical situation. A lot of people confuse “tactical” with “combat”, but that’s just wrong. Tactics can be used in the political arena, historical arena, the emotional arena, or in lots of places I haven’t even thought of. The point is, these games produce someone who is ahead and someone who is behind at some point during play.<br />
<br />
We all know that’s true, so what then? In many games, especially traditional games that were made prior to 2001, the usual method of resolving this imbalance was the person behind had to get extremely lucky to win or he just lost. This was especially true of games that featured a <a href="http://socratesrpg.blogspot.com/2006/03/what-is-death-spiral.html" target="_blank">Death Spiral</a>.<br />
<br />
But something has changed. Games have developed a series of methods to help the player who is behind to regain an equal footing (and in some cases, surpass the player who was ahead). I call these methods “Catch-Up” mechanics.<br />
<br />
Catch-up mechanics have been around for ages, and they didn’t start with RPGs. Think about the escalating scale for reinforcements when you turn in cards when playing <a href="http://en.wikipedia.org/wiki/Risk_(game)#Getting_and_placing_new_armies" target="_blank">Risk</a> or about landing on <a href="http://boardgames.about.com/od/monopolyfaq/f/free_parking.htm" target="_blank">Free Parking</a> in many house-ruled games of Monopoly. These mechanics are great because it decreases the frustration players feel once they get behind. They know that there is a chance that they might land on the right space or draw the right card and turn the tables on their opponents. But it’s just a chance, never a guarantee.<br />
<br />
And that’s the important thing. Catch-Up mechanics offer an opportunity to catch up, not a promise that you will. So let’s look at some from some RPGs you may know:<br />
<br />
Healing Surges in D&D 4e: This mechanic lets a hero who is behind on hit points recoup some, most, or all of them (depending on what else is going on) during a fight. The hero (or villain) who was near death is suddenly back to health and ready to continue combat.<br />
<br />
Critical Hit system in <a href="http://ironcrown.com/rolemaster/" target="_blank">Rolemaster</a>: In Rolemaster, the slightest knick can kill. During combat, if you score a hit, you deal damage AND inflict some type of critical wound. Even a light hit causes a roll on a “Critical Table.” Just about every level of critical (A-E back when I was playing) can kill if you roll high enough on your d100. So, no matter how far you are behind in a fight, your next sword strike could drop your enemy.<br />
<br />
Escalating in DitV: In <a href="http://theunstore.com/index.php/unstore/game/1" target="_blank">Dogs in the Vineyard</a>, Vincent created an “escalating” mechanic. Let’s say your character starts an argument. You roll some dice and they don’t roll in your favor. So you escalate by hitting the guy. In DiTV when you make that decision to use your fists you get a band new pool of dice to roll. Let’s say you lose that roll too. So you pull a knife. When you pull that knife, you get a new pool of dice. And so on. Each time you escalate, you are given a new chance to win the conflict. There are consequences for doing that, of course, but the escalating mechanic helps the player who’s behind catch up and get another shot at winning.<br />
<br />
Catch-Up mechanics are great for games of all types. Combat-centric games like <a href="http://dnd.wizards.com/" target="_blank">D&D</a> and Rolemaster benefit from them in the same way artsy-fartsy games like Dogs in the Vineyard benefit from them. Giving the players a chance to win from a losing position keeps them engaged and can mitigate the effect of an unlucky roll or tactical misstep. The important thing to remember, though, is the Catch-Up mechanic cannot guarantee victory. It should never be an auto-win panic button. It should just give the player a second shot at victory, and might even come at some kind of price.<br />
<br />
Peace,<br />
<br />
-Troy<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-42133745237519659352015-03-03T05:26:00.002-08:002015-03-03T05:27:25.205-08:00Relay the Message: Dyson's Dungeons PatreonHeya,<br />
<br />
Some of you may be creating games that use dungeons. If so, you might check out Dyson Logos' Paetreon: <a href="http://www.patreon.com/dysonlogos?rf=49282">http://www.patreon.com/dysonlogos?rf=49282</a><br />
<br />
He creates some of the BEST dungeon maps out there, and he releases them on a Creative Commons license that allows you to use and modify the maps in your game, royalty free, as long as you attribute the original work to him. That's pretty rad! You can read up more about it here: <a href="http://www.patreon.com/dysonlogos?rf=49282">http://www.patreon.com/dysonlogos?rf=49282</a><br />
<br />
Artwork and dungeon designs can be very hard and/or expensive to get as a RPG designer. This may be an avenue that works for you at a much lower cost. <br />
<br />
Peace,<br />
<br />
-TroyUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-54513708227833905332015-02-03T09:05:00.003-08:002015-02-03T09:07:13.527-08:00Who has final say?<div class="MsoNormalCxSpFirst" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Heya,<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">This
is a more advanced theory topic than I usually deal with on Socratic Design,
but in light of me coming to a deeper understanding about RPG play and RPG
design, I feel I need to share this with my audience.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Within
the last twelve months I have written articles about <a href="http://socratesrpg.blogspot.com/2012/11/what-is-gm-fiat.html" target="_blank">GM Fiat</a> and <a href="http://socratesrpg.blogspot.com/2014/05/what-is-rule-zero.html" target="_blank">The GoldenRule (aka Rule Zero)</a>. I’m here, today,
in this article to state that neither of these things actually exists. GM Fiat and The Golden Rule (“the GM is
always right”) exist only as a means to describe a phenomenon at only the most
surface level. The truth is, the GM
cannot assert anything in any game without the group’s consent.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Now,
that may sound absurd to some, heretical to others, but it is the truth. Consider this: the GM in whatever FRPG you’re
playing says, “Okay guys, you walk into the nearest tavern and a sorcerer kills
all of you.” That’s an excellent example
of Fiat and/or The Golden Rule. The GM
made a decision and enacted it. So what
happens next?<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Do
the players go along with it? Do they
rebel and leave? It doesn’t matter. Either way, what the GM said doesn’t happen
until the group agrees to it. If they
don’t say anything and start rolling up new characters, it means the group
assented. If they argue, “Hey, I never
said I even went into town!” then the situation will not be resolved until the entire
group-including the GM-agrees to what happened or the players get up and
leave. And if the players get up and
leave, the situation is still up in the air because play ended.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">See,
the players and GM have a co-authorial relationship when play is happening. Nothing the GM says becomes true until
everyone agrees- either explicitly by saying “ok” or implicitly by not raising
an objection. Likewise, nothing a single
player says becomes true unless the rest of the group (including the GM) agrees
to it implicitly or explicitly.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">GMs
who think they have all the power in a game are sorely mistaken. They must still get approval from the players
at every step of the way in order for play to continue. If they don’t, play stops until group
consensus is reached or everyone quits.
The players, therefore, have just as much control over what happens as
the GM.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Now,
it may not always appear that way. It
may appear that the players are allowing the GM to railroad them into whatever
direction the GM wants. Or the GM may be
using subtle social manipulation to nullify the choices made by the
players. But those are just illusions. Nothing happens during play unless the whole
group agrees to it or, at the very least, fails to object (implicit agreement).<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">So
what does this have to do with design?
Well, if a designer understands that this dynamic is already in play,
then he or she can take advantage of it rather than fight against it. Instead of trying to create rules that help a
GM keep the players “on track,” the designer can create rules that aid and
facilitate group consensus. This way,
play moves along at an orderly pace, there are fewer arguments and hurt
feelings. I.E. you avoid making a game
where the <a href="http://socratesrpg.blogspot.com/2012/02/what-is-204-ratio.html" target="_blank">20:4 ratio</a> is the default mode of play.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Peace,<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<span style="font-family: inherit;"><br /></span>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">-Troy</span><span style="font-family: Times New Roman, serif;"><o:p></o:p></span></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-75101679602287538172015-01-10T13:10:00.001-08:002015-01-10T13:10:51.141-08:00Meeting at the Inn - A LamentHeya,<br />
<br />
How many of you started some RPG campaign of any genre by meeting a group of people in an inn, bar, tavern, or Mos Eisley Cantina? Raise your hand, because you know we've all done it. How good was it? Yeah, it pretty much sucked. I don't think I've ever heard someone say, "And it was so awesome how we all started as characters who didn't know each other sitting around a table at a tavern when..."<br />
<br />
Part of the reason this motif gets eye-rolls is because it's SO contrived with nothing supporting the players. Why would strangers be loyal to each other? Or if they knew each other, why didn't the motivation for the campaign arise from their shared experiences and history? Why are the characters suddenly risking their lives on a tip taken from one of the least reputable places in any town?<br />
<br />
Another reason it usually stinks on ice is that the people in the tavern or inn are transient. They aren't staying in one place, even the barkeep and stereotypical barmaids are easily replaced. Hence, there's nothing for the players to ever really come back to for validation, help, or enrichment. The tavern little more than a springboard and then forgotten, at least in my experience and in all the anecdotes I've ever heard. It's sad how the tavern where the adventure began becomes so astonishingly unimportant to the action later on.<br />
<br />
I would like to see someone take this tired, lifeless old trope and really make it good. I've played a few modules that tried (like Return to the Tomb of Horrors), but none did a very good job. I lament the tavern meeting for this: it is usually so unsatisfying that it leaves a blotch on the memories of those who have played using it, and I want people to have the best experience they can playing RPGs.<br />
<br />
So, if you have some great tavern stories OR a theory on how to improve ye olde tavern campaign kickoff, I'd love to read about it in the comments! :)<br />
<br />
Peace,<br />
<br />
-TroyUnknownnoreply@blogger.com4tag:blogger.com,1999:blog-19815976.post-29183529753981949992014-10-23T07:59:00.001-07:002014-10-23T07:59:22.391-07:00What is TPK?<br />
Heya,<br />
<br />
Short one this time around. I hate gamer-talk sometimes. We develop our own jargon that we assume everyone gets but really just creates a taller barrier to entry to new people into the hobby. If you’re reading this entry, it wouldn’t surprise me in the least if you typed, “What’s a TPK” into Google after seeing it on a post at RPGnet or something. I’m here for ya.<br />
<br />
TPK is an acronym for Total Party Kill. It’s simply when everyone in an adventuring party (usually a traditional fantasy, sci-fi, or horror RPG) ends up dead after an encounter. It could be because of player error, GM error, a combination of both, or some really bad luck on the dice. It happens. <br />
<br />
Anyway, I’m defining this here because I plan on using this jargon (and linking back to this post) in a future entry and just want to have my bases covered.<br />
Peace,<br />
<br />
-TroyUnknownnoreply@blogger.com2tag:blogger.com,1999:blog-19815976.post-57549795504988302282014-09-30T06:58:00.004-07:002014-09-30T06:58:59.781-07:00Relay the Message: Early Fall KickstartersHeya guy,<br />
<br />
Hope you are having a good harvest season. There's a pretty good crop of Kickstarters I'm following, and I thought I'd share them with you.<br />
<br />
<a href="https://www.kickstarter.com/projects/229931946/warlocks-0" target="_blank">First, we have Warlocks</a>. I'm usually more of a tabletop guy, but I'm getting more and more interested in video game design as that medium gets more and more democratized like RPG publishing did in the early 2000's. This game is a pretty cool fighting game with old-school pixilated graphics. If that's your sort of thing, I encourage you to give it a look.<br />
<br />
Next, I submit <a href="https://www.kickstarter.com/projects/2033224706/smoke-and-glass-a-steampunk-setting-for-fate-core" target="_blank">Smoke and Glass by Shoshana Kessok</a>. It's a SteamPunk setting for Fate Core. I still haven't got my SteamPunk itch scratched by a game yet. I'm still looking for something I can't put my finger on. S&G looks pretty cool, so if you're like me at all, you can check it out. :)<br />
<br />
Finally, <a href="https://www.kickstarter.com/projects/1601691240/broken-world-a-post-apocalypse-tabletop-rpg?ref=nav_search" target="_blank">we have Broken World</a> which is powered by the Appocalypse. I've enjoyed other AW spin-offs like Dungeon World. If that system is your thing, check this game out!<br />
<br />
Peace,<br />
<br />
-TroyUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-56922888720423835552014-09-04T07:40:00.000-07:002014-09-04T07:46:59.701-07:00What Do I Do if I Find Myself Designing a Heartbreaker?<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">Heya,<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">Back in the saddle after a nice long summer break.<span style="mso-spacerun: yes;"> </span>I hope all of you are well.<span style="mso-spacerun: yes;"> </span>It’s good to have you back at Socratic
Design!<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">This blog entry was inspired by </span><a href="http://www.story-games.com/forums/discussion/19457/several-questions-about-my-game-design/p1" target="_blank"><span style="font-family: inherit;">THIS THREAD</span></a><span style="font-family: inherit;">.<span style="mso-spacerun: yes;"> </span>Back when that thread was active, I just did
not have the time to sit down and write the kind of response I really
wanted.<span style="mso-spacerun: yes;"> </span>I was swamped.<span style="mso-spacerun: yes;"> </span>If I had said anything, it would have just
been something dismissive or insensitive to the OP, and that’s not something I
wanted to do.<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">For context, I highly recommend you read my oooooooooooold
article from 2006, </span><a href="http://socratesrpg.blogspot.com/2006/02/what-is-heartbreaker.html" target="_blank"><span style="font-family: inherit;">What is a Heartbreaker</span></a><span style="font-family: inherit;">?<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">I’m not going to critique Xarcell’s design in this
entry.<span style="mso-spacerun: yes;"> </span>I think the folks on Story-Games
did a pretty thorough job of explaining the potential problems, challenges, and
reception Xarcell could expect.<span style="mso-spacerun: yes;"> </span>Instead,
I’m going to try to offer some advice to him (any anyone) who wants to still
drive ahead and publish their D&D-like Medieval Fantasy game.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">To begin, let me say I’ve been there.<span style="mso-spacerun: yes;"> </span>I’ve done it.<span style="mso-spacerun: yes;">
</span>My first published RPG was a Fantasy Heartbreaker in every single
definition.<span style="mso-spacerun: yes;"> </span>My friends and I spend years
creating a derivative of Rolemaster.<span style="mso-spacerun: yes;"> </span>We
spend thousands printing up books.<span style="mso-spacerun: yes;"> </span>And
we sold probably less than a thousand.<span style="mso-spacerun: yes;">
</span>So I’m not some ivory tower dude passing my judgment down on the great
unwashed.<span style="mso-spacerun: yes;"> </span>I’ve lived it.<span style="mso-spacerun: yes;"> </span></span><a href="http://socratesrpg.blogspot.com/2010/08/is-publishing-really-that-painful.html" target="_blank"><span style="font-family: inherit;">It’s not pleasant</span></a><span style="font-family: inherit;">.<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">But if we’re going to go ahead with it anyway, what should
we do?<span style="mso-spacerun: yes;"> </span>There are five things I think a
person should do if they are going to publish a Fantasy (or Sci-Fi or Vampire
or Cthullu or whatever) Heartbreaker.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">1.Play it!<span style="mso-spacerun: yes;"> </span>If you’re
not playing it when you go to start the publishing process, then I personally
think you’re doing it wrong.<span style="mso-spacerun: yes;"> </span>You must
stay in touch with what makes the game fun.<span style="mso-spacerun: yes;">
</span>You must still be excited about it.<span style="mso-spacerun: yes;">
</span>People get excited about things other people are excited about.<span style="mso-spacerun: yes;"> </span>If the game isn’t still worth your time, how
can it be worth theirs?<span style="mso-spacerun: yes;"> </span>Also, continuing
to play will improve the game quality, and you’re going to need the quality to
be as high as possible.<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">2.Put it up for free first.<span style="mso-spacerun: yes;">
</span>You need to get the game out there somehow, even if it’s just a plain
text or PDF version.<span style="mso-spacerun: yes;"> </span></span><a href="http://www.1km1kt.net/" target="_blank"><span style="font-family: inherit;">1km1kt</span></a><span style="font-family: inherit;"> will
host your file for free, and it doesn’t require any special accounts or logins
for people who want to get your game.<span style="mso-spacerun: yes;">
</span>It’s easy and easy is good.<span style="mso-spacerun: yes;"> </span>There
are plenty of other sites who will also do it, but that’s just the one I
like.<span style="mso-spacerun: yes;"> </span>You need your game on the Internet
for free because you’re going to have to do a lot of ground work to make this
thing successful.<span style="mso-spacerun: yes;"> </span>You’ll need to be able
to give everyone who hears about your game a frame of reference.<span style="mso-spacerun: yes;"> </span>A free copy does that, and it creates<span style="mso-spacerun: yes;"> </span>a good feeling in those whom you
contact.<span style="mso-spacerun: yes;"> </span>If you’re willing to give the
text version away for free, it must mean you’re confident in the quality of
your game.<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">3.Build up a community.<span style="mso-spacerun: yes;">
</span>The first two points are easy.<span style="mso-spacerun: yes;">
</span>This is where things get a little harder.<span style="mso-spacerun: yes;"> </span>You need to get people involved in your
game.<span style="mso-spacerun: yes;"> </span>You need a community who is
anticipating your game’s release and is excited about it.<span style="mso-spacerun: yes;"> </span>It may be tempting to go find a way to host
some free phpBB forum and try to get people to come there to talk about your
game.<span style="mso-spacerun: yes;"> </span>That is almost certainly going to
end in disaster.<span style="mso-spacerun: yes;"> </span>Messageboards require a
lot of activity and a lot of participants to be truly successful.<span style="mso-spacerun: yes;"> </span>A Heartbreaker game just isn’t going to
generate that much interest at the start.<span style="mso-spacerun: yes;">
</span>Instead, I recommend starting a blog, Facebook page or G+ account for
your game.<span style="mso-spacerun: yes;"> </span>Start liking, friending,
circling, and linking other people.<span style="mso-spacerun: yes;">
</span>Create lots of entries on your blog/Facebook/G+ about your game
INCLUDING actual play reports.<span style="mso-spacerun: yes;"> </span>Be
excited and promote other people’s games on it as well.<span style="mso-spacerun: yes;"> </span>It’ll make you feel good for helping others
and it may encourage others to link your game on their social media site.<span style="mso-spacerun: yes;"> </span>That’s what you need.<span style="mso-spacerun: yes;"> </span>Building a network and a community where
people can come, read, and easily comment on your work.<span style="mso-spacerun: yes;"> </span>Just make sure you get the people playing the
game with you from Step 1 posting and commenting as well.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">4.Try a </span><a href="https://www.kickstarter.com/" target="_blank"><span style="font-family: inherit;">Kickstarter</span></a><span style="font-family: inherit;">.<span style="mso-spacerun: yes;">
</span>Kickstarter is great because not only does it get funds to ideas the
market wants, it denies funds to ideas the market doesn’t want.<span style="mso-spacerun: yes;"> </span>Once you’ve laid the ground work for your
game by posting it for free and building up a community, it’s time to see if
the market wants your game or not.<span style="mso-spacerun: yes;"> </span>I
can’t tell you what your goal should be.<span style="mso-spacerun: yes;">
</span>You have to decide based on how much the cover will cost, how much the
interior art will cost, how much your time on it has been worth, and whether or
not you’ll offer a print version.<span style="mso-spacerun: yes;"> </span>If I
were going to do a Kickstarter for The Holmes and Watson Committee today, I’d
probably set the Kickstarter goal at $1,000 to get a new cover, new art, and
maybe a map of Victorian London.<span style="mso-spacerun: yes;"> </span>But
every person is different, and every game has its own needs.<span style="mso-spacerun: yes;"> </span>If the first Kickstart fails, you can try a
second a few months later.<span style="mso-spacerun: yes;"> </span>If a second
campaign fails, the market is telling you that your game is A) best left as a
free game on the ‘net or B) needs a lot more work.<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">5.Finally, even with a successful Kickstarter it’s important
not to keep sinking your own money into the game.<span style="mso-spacerun: yes;"> </span>More money does not equal more success. <span style="mso-spacerun: yes;"> </span></span><a href="http://lumpley.com/index.php/anyway/thread/794#top" target="_blank"><span style="font-family: inherit;">Vincent Baker made a great post</span></a><span style="font-family: inherit;"> on what to do
with a game once it’s published.<span style="mso-spacerun: yes;"> </span>Continue
steps 1 and 3.<span style="mso-spacerun: yes;"> </span>That will drive future
sales of your game (if continuing sales are something you want).<span style="mso-spacerun: yes;"> </span>But whatever you do, do not sink thousands of
dollars promoting or selling your game.<span style="mso-spacerun: yes;">
</span>Do what you can for free and let the sales grow organically.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">Well, that’s the best advice I can offer.<span style="mso-spacerun: yes;"> </span>Avoid using your own money as much as
possible.<span style="mso-spacerun: yes;"> </span>Stay excited about your
game.<span style="mso-spacerun: yes;"> </span>Help promote other people’s
games.<span style="mso-spacerun: yes;"> </span>And build up a community before
going to Kickstarter.<span style="mso-spacerun: yes;"> </span>If you do these
things, there’s a chance (just a chance) that your game will be a successful
business venture.<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">Peace,<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: inherit;">-Troy<o:p></o:p></span></div>
Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-19815976.post-62917644915119494242014-05-15T10:42:00.001-07:002014-05-15T10:43:10.312-07:00Socratic Design Anthology #9Heya Guys,<br />
<br />
Summer is fast approaching and that's when I usually take break from blogging. I hope the first half of the year has been a productive one for you. Before I go, I'm doing my annual anthology. For those who may be new to Socratic Design, every year I post links to all the articles I've done in the last 12 months or so as well as links to previous anthologies. This way, people can easily catch up if they recently discovered my blog. Enjoy! :)<br />
<br />
Articles:<br />
<br />
<a href="http://socratesrpg.blogspot.com/2013/09/what-is-creative-agenda.html" target="_blank">What is Creative Agenda?</a><br />
<a href="http://socratesrpg.blogspot.com/2013/10/what-is-endgame.html" target="_blank">What is an Endgame?</a><br />
<a href="http://socratesrpg.blogspot.com/2013/11/what-is-chopping-world-in-two.html" target="_blank">What is Chopping the World in Two?</a><br />
<a href="http://socratesrpg.blogspot.com/2014/03/does-setting-still-matter-part-5.html" target="_blank">Does Setting Still Matter? part 5</a><br />
<a href="http://socratesrpg.blogspot.com/2014/05/what-is-rule-zero.html" target="_blank">What is Rule Zero?</a><br />
<br />
Laments:<br />
<br />
<a href="http://socratesrpg.blogspot.com/2013/11/equipment-lists-lament.html" target="_blank">Equipment Lists - A Lament</a><br />
<br />
<br />
Design Journal Entries:<br />
<br />
<a href="http://socratesrpg.blogspot.com/2013/09/design-journal-1-envisioning-play.html" target="_blank">Design Journal #1: Envisioning Play</a><br />
<a href="http://socratesrpg.blogspot.com/2013/10/design-journal-2-brainstorming.html" target="_blank">Design Journal #2: Brainstorming</a><br />
<a href="http://socratesrpg.blogspot.com/2013/12/design-journal-3-distractions.html" target="_blank">Design Journal #3: Distractions</a><br />
<a href="http://socratesrpg.blogspot.com/2014/04/design-journal-4-breaking-up-my-game.html" target="_blank">Design Journal #4: Breaking Up My Game</a><br />
<br />
<br />
Previous Anthologies:<br />
<br />
<a href="http://socratesrpg.blogspot.com/2006/03/socratic-design-anthology-1.html" target="_blank">Socratic Design Anthology #1</a><br />
<a href="http://socratesrpg.blogspot.com/2006/08/socratic-design-anthology-2.html" target="_blank">Socratic Design Anthology #2</a><br />
<a href="http://socratesrpg.blogspot.com/2006/12/socratic-design-anthology-3.html" target="_blank">Socratic Design Anthology #3</a><br />
<a href="http://socratesrpg.blogspot.com/2007/05/socratic-design-anthology-4.html" target="_blank">Socratic Design Anthology #4</a><br />
<a href="http://socratesrpg.blogspot.com/2009/12/socratic-design-anthology-5.html" target="_blank">Socratic Design Anthology #5</a><br />
<a href="http://socratesrpg.blogspot.com/2011/02/socratic-design-anthology-6.html" target="_blank">Socratic Design Anthology #6</a><br />
<a href="http://socratesrpg.blogspot.com/2012/05/socratic-design-anthology-7.html" target="_blank">Socratic Design Anthology #7</a><br />
<a href="http://socratesrpg.blogspot.com/2013/05/scratic-design-anthology-8.html" target="_blank">Socratic Design Anthology #8</a><br />
<br />
Topical Index:<br />
<br />
<a href="http://socratesrpg.blogspot.com/2011/03/sd-topical-index-1.html" target="_blank">SD Topical Index #1</a><br />
<br />
Peace,<br />
<br />
-TroyUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-30686788921703688642014-05-02T10:44:00.003-07:002014-05-02T10:44:55.230-07:00What is Rule Zero?<div class="MsoNormalCxSpFirst" style="margin-bottom: 0.0001pt;">
Heya,<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Today I’m looking at a topic that became
a really hot-button issue in the early 2000’s.
And even to this day, arguments over it will arise on one online forum
or another. It’s called “Rule
Zero.” If you don’t know what that is,
it’s probably a good thing, but more than likely, you’ve had some experience
with it whether you know it or not.<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Rule Zero basically states, “If you
don’t like something about the rules [provided for you in this game’s text],
change it!” Well, that’s the nice way to
put it. I’ve sometimes seen it also
called “The Golden Rule” which basically says, “The GM may ignore or change any
rule at any time.” If that looks like a
<a href="http://socratesrpg.blogspot.com/2012/03/what-is-social-contract.html" target="_blank">Social Contract</a> disaster filled with <a href="http://socratesrpg.blogspot.com/2012/11/what-is-gm-fiat.html" target="_blank">GM Fiat</a> punts, then you are right.<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
I wish I knew who coined the phrase
“Rule Zero” in this usage. My first
contact with it was in the Amber Diceless Roleplaying System, where it comes
right out and says that the GM can change any rule he or she wants. I know the White Wolf Games used the “Golden
Rule” terminology in its texts. I
suspect, whether this empowerment of the GM and/or players to just change the
rules on a whim was officially termed early or late in RPG history, people were
doing it from the beginning. I don’t know who first recognized this was
going on, but the point is, once the idea took hold, designers started incorporating
it into their games and RPGs have suffered ever since.<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Why was Rule Zero/The Golden Rule
invented?<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Rule Zero/The Golden Rule came about
because the early RPG texts that set the template for all RPGs to follow did a
horrible, awful job of communicating how to play. You don’t have to take my word for it. Listen to what the man himself, Gary Gygax,
had to say about his own game in his introduction to AD&D1e, <a href="http://grognardia.blogspot.com/2010/02/gygax-on-od-and-ad.html" target="_blank">“D&D hasturned into a non-game. There is so much variation between the way the game is played [that] there is no continuity and little agreement as to just what the game is and how best to play it.” </a><o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
This could only happen if the text did
not explicitly lay out what the game was about, what the players were supposed
to do, and what the characters were supposed to do. I have my copy of the 1978 AD&D Player’s
Handbook right next to me, and there is not one page devoted to what players
should be doing at any given moment of play, during a session of play, or for
an entire campaign.<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
As a result, it became necessary for the
DMs to improvise, change, and modify the rules at will. D&D never empowered the group as a whole
to make these decisions and since the DM was seen kind of as a replacement for
the referee in wargaming, the players looked to him/her for what to do when
nothing made sense.<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Why is Rule Zero/Golden Rule bad?<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
There are several reasons why relying Rule Zero is a
rotten idea for designers. If you haven’t read my
article on <a href="http://socratesrpg.blogspot.com/2010/12/what-is-titb4b-and-whys-it-bad.html" target="_blank">The Impossible Thing Before Breakfas</a>t, it’s some good background
knowledge to have for this article.<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
The first reason Rule Zero is awful is
that it encourages lazy design. By
including it, often in the introduction to a game, the designer is letting himself/herself
off the hook. Why worry about making all
the rules work tightly together when the GM/Players will just change them
anyway? While it’s true that the
designer cannot control how people actually play his game, it seems
contradictory to in one breath prescribe how to play your game and in the next
tell the players to just make it up as they go.
<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Second, players are disinclined to
actually try playing by the rules. By
including Rule Zero in your game, you give them carte blanche to start changing
things before they even play. Thus, they
often try to bend some new game into some old game they are more familiar
with. Consequently, they miss out on a
new experience. Is that what you would
want for your design? Wouldn’t it be
best if they were encouraged to at least try to play by the rules? Isn’t that why your wrote your game in the
first place?<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Of all the games that have been Rule
Zero’ed more than any other, OD&D stands first. Yet, read <a href="https://plus.google.com/111266966448135449970#111266966448135449970/posts/Q8qRhCw7az5" target="_blank">this account of a group howfastidiously followed the rules of OD&D</a> (as much as humanly possible) and
how much fun they had as a result and how much they learned about the emergent
properties of the game. It’s
brilliant! But I know of very few groups
and very few players who’ve stuck by the letter of the OD&D books, or any
version of D&D for that matter (with the possible exception of 4th ed. at
game shops while playing Tuesday Night Encounters).<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Incorporating Rule Zero in a text shows
me that the designer has a lack of confidence in his or her game. Be confident.
As a customer, I am naturally pre-disposed to trusting you to produce a
fun game. I WANT to play the game the
way you intended. If you tell me upfront
I don’t have to, then you break that trust.
And I probably won’t play the game the way you envisioned.<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Third, incorporating Rule Zero/The
Golden Rule overtly into your rules can often lead to heavy use of force by the
GM or players to “keep things on track.”
This could be an entire article on its own (again see my entry on
<a href="http://socratesrpg.blogspot.com/2010/12/what-is-titb4b-and-whys-it-bad.html" target="_blank">TITB4B</a>). Force is basically covert,
social manipulation used by the GM to nullify player input in order to form a
narrative during play that fits the GM’s vision alone. How many of you like to be manipulated by
other people? How many of you enjoy
having your creative endeavors subverted then negated by someone else? That’s what the use of force and application
of Rule Zero often bring to the table.
And it’s something we’ve hopefully left behind for the most part.<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Finally, no other type of game invokes
anything like Rule Zero. One of the
things that really bugs me about this is that this sort of behavior would be
totally unacceptable in any other format.
Imagine if Pat Sajack suddenly started changing the rules for Wheel of
Fortune right in the middle of an episode!
Or what if Dr. Richard Garfield had written into the original rules of
Magic: the Gathering- “Eh, if you don’t like the mana system or any of the
other rules of the game, just make them up as you go. It won’t matter.” It would be a catastrophe. Now, creating recognized variants of the game
(say, Commander or Cube in the case of M:tG) is fine, because everybody is on
board with the modified rules set from the beginning. But imagine if Rule Zero applied to something
like Poker at something during a Pro Tour?
If other games don’t tolerate this, why should we?<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Wait, you might be wondering, if
variants are okay, then is Rule Zero actually a real thing? What about house rules and hacks?<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Good question. So, after everything I’ve said, I’m going to
contradict myself for just one tiny second.
If you take the “you” in my original definition of Rule Zero to mean the play group as a whole, then it’s not really a bad thing at all. People can play however they want. Coming to a group consensus on how a game
should be played is a very functional thing.
Who hasn’t hacked a game they loved or mashed two great games together
to form something new? We’ve all done it
and had a blast! As far as play goes, the real problem with
the rule comes when that “you” is interpreted to mean just one person- usually
the GM. <a href="http://crushingskulls.blogspot.com/2011/11/rule-zero-4-lyfe.html" target="_blank">In these cases it is one person coercing the players to play according to a single, non-negotiable vision</a>. This can very often lead to arguments,
disenfranchisement, and a big ‘ole heaping helping of the <a href="http://socratesrpg.blogspot.com/2012/02/what-is-204-ratio.html" target="_blank">20:4 ratio</a> most
ESPECIALLY when rules are ignored, modified, or added during play without group consensus. I don't see this as a particularly desirable design element. Do you?<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
So, when making your game, I suggest not
even including anything in the text that even remotely resembles Rule Zero/The
Golden Rule. It’s not helpful, since people will ignore/modify your rules anyway if they want. It’s poor design, because you're letting yourself off the hook instead of working to find a real solution. And it just obfuscates the real intent of
your game, which is why you're writing this thing in the first place, right?<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
Peace,<o:p></o:p></div>
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
<br /></div>
<br />
<div class="MsoNormalCxSpMiddle" style="margin-bottom: 0.0001pt;">
-Troy<o:p></o:p></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-12113317242021681572014-04-07T07:30:00.000-07:002014-04-07T07:30:00.432-07:00Design Journal #4: Breaking Up My Game
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">Heya,</span></div>
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">Welcome to my design journal entry # 4.<span style="mso-spacerun: yes;"> </span>In case you missed the first three, you can
find them <a href="http://socratesrpg.blogspot.com/2013/12/design-journal-3-distractions.html" target="_blank">HERE</a>, <a href="http://socratesrpg.blogspot.com/2013/10/design-journal-2-brainstorming.html" target="_blank">HERE</a>, and <a href="http://socratesrpg.blogspot.com/2013/09/design-journal-1-envisioning-play.html" target="_blank">HERE</a>.</span></div>
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">I</span><span style="font-family: Calibri;">’ve brought this up before, but I use a <a href="http://socratesrpg.blogspot.com/2007/03/are-there-any-design-outlines.html" target="_blank">Design Outline</a> when
I create a game.<span style="mso-spacerun: yes;"> </span>I think about the
different aspects of my RPGs very compartmentally.<span style="mso-spacerun: yes;"> </span>Chargen is one things.<span style="mso-spacerun: yes;"> </span>Resolution is another.<span style="mso-spacerun: yes;"> </span>Character Advancement is third.<span style="mso-spacerun: yes;"> </span>Equipment is its own thing.<span style="mso-spacerun: yes;"> </span>Now, all of these different aspects are tied
together thematically in my current RPG, but I work on them separately.<span style="mso-spacerun: yes;"> </span>So I got to thinking: If each of these are
separate in my mind, why I am I putting them all in the same book?</span></div>
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">Now clearly, separating the core rules of a game into
separate books is as old as RPGs themselves, right?<span style="mso-spacerun: yes;"> </span>So I’m not breaking any new ground by doing
this, but I have noticed that games which are not following in D&D’s
footsteps (and even many games that are) have gone away from a multi-book
approach.<span style="mso-spacerun: yes;"> </span>This just was not working for
me.</span></div>
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">I want a character creation (<a href="http://socratesrpg.blogspot.com/2006/01/what-is-chargen.html" target="_blank">Chargen</a>) process that is more
elaborate than what I currently get out there.<span style="mso-spacerun: yes;">
</span>Therefore, I am pulling that entire process out into its on manual.<span style="mso-spacerun: yes;"> </span>All the <a href="http://socratesrpg.blogspot.com/2006/05/when-should-character-die.html" target="_blank">combat</a>, <a href="http://socratesrpg.blogspot.com/2009/11/what-is-resolution.html" target="_blank">resolution</a>, <a href="http://socratesrpg.blogspot.com/2013/03/spell-books-lament.html" target="_blank">spell casting</a>,
and <a href="http://socratesrpg.blogspot.com/2008/03/is-character-advancement-necessary.html" target="_blank">character advancement</a> stuff runs off very similar mechanics.<span style="mso-spacerun: yes;"> </span>So that’s going in its own book.<span style="mso-spacerun: yes;"> </span>The player options, equipment lists, spells,
powers, feats, etc. have their own book.<span style="mso-spacerun: yes;">
</span>So will the GM stuff.<span style="mso-spacerun: yes;"> </span>And finally
the setting books will be separate from all the rules.<span style="mso-spacerun: yes;"> </span></span></div>
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"></span></span><span style="font-family: Calibri;">The reason I’m doing this is because is, I want these
concepts to be digestible.<span style="mso-spacerun: yes;"> </span>Packing all
this into a 200+ page tome just seems ridiculous to me.<span style="mso-spacerun: yes;"> </span>I wouldn’t want to read that from cover to
cover.<span style="mso-spacerun: yes;"> </span>I know I’d skip a lot, or just
make assumptions.<span style="mso-spacerun: yes;"> </span>I want to <a href="http://socratesrpg.blogspot.com/2007/04/how-can-my-game-better-teach-mechanics.html" target="_blank">present my game</a> in bite-size chunks that are an easy read while you eat at the dinner
table or ride the train to work.<span style="mso-spacerun: yes;"> </span></span></div>
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"></span></span><span style="font-family: Calibri;">So that means I’ll probably have some saddle-stitched, kinda
homely looking books when I get done.<span style="mso-spacerun: yes;">
</span>That’s fine with me.<span style="mso-spacerun: yes;"> </span>I am so over
having a pretty cover.<span style="mso-spacerun: yes;"> </span>For me, the game
needs to work.<span style="mso-spacerun: yes;"> </span>Then it will sell itself.
<span style="mso-spacerun: yes;"> </span>My goals for this game are <a href="http://socratesrpg.blogspot.com/2007/01/whats-it-like-to-publish-rpg.html" target="_blank">modest atthis point anyway</a>.</span></div>
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">Anyway, the lesson from today’s entry is this: don’t lock
yourself into producing everyone in a single volume because it looks like it
will save costs or because that’s what your favorite author did.<span style="mso-spacerun: yes;"> </span>Evaluate the needs of your game and the needs
of your target audience.<span style="mso-spacerun: yes;"> </span>If splitting
everything up into their component parts works for you, then embrace that.<span style="mso-spacerun: yes;"> </span>You’ll be glad you did.</span></div>
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">Peace,<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">-Troy<o:p></o:p></span></div>
Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-19815976.post-24951754166836102582014-03-25T07:17:00.003-07:002014-03-25T12:03:19.187-07:00Does Setting Still Matter? part 5Heya,<br />
<br />
I haven’t written about <a href="http://socratesrpg.blogspot.com/2006/12/what-is-setting-part-3.html" target="_blank">Setting since2006</a>, and that entry wasn’t very good.<span style="mso-spacerun: yes;">
</span>I’m going to update my thoughts on Setting very briefly here today.<br />
<br />
Why is Setting important?<span style="mso-spacerun: yes;"> </span>Yes, it’s an integral part of design.<span style="mso-spacerun: yes;"> </span>Yes, it’s one of the five areas (according to
Forge Theory) of exploration.<span style="mso-spacerun: yes;"> </span>Yes, it
sells lots of supplements.<span style="mso-spacerun: yes;"> </span>But that’s
not what I’m talking about.<br />
<br />
Setting is important because it serves
two primary functions: (1) it gives the players some creative restraints with
which they can build their stories and (2) it keeps out useless, conflicting,
and often counter-productive Setting elements that creep in when there’s a
vacuum.<br />
<br />
Let’s break down #1.<span style="mso-spacerun: yes;"> </span>Creative constraints (i.e. hard boundaries
for play) actually breed creativity, not quash it.<span style="mso-spacerun: yes;"> </span>People need some sort of hand-holds, or
“hooks” as the term is commonly used in RPGs, to give them a foundation.<span style="mso-spacerun: yes;"> </span>There have to be certain things that everyone
agrees are true before we can start making up stuff that might or might not be
true (roleplaying).<span style="mso-spacerun: yes;"> </span><br />
<span style="mso-spacerun: yes;"></span><br />
<span style="mso-spacerun: yes;"></span>Creating a rich setting sparks the
readers’ imaginations.<span style="mso-spacerun: yes;"> </span>If the Setting is
designed well and communicated clearly, the players can instantly see where
their characters should fit in and have a myriad of ideas about what their
characters can do.<span style="mso-spacerun: yes;"> </span>A good example of
this is Hero Wars.<span style="mso-spacerun: yes;"> </span>Set in Glorantha, the
setting is this game is all about the oncoming apocalypse.<span style="mso-spacerun: yes;"> </span>The PCs know the world is doomed, but they
are to be heroes none-the-less.<span style="mso-spacerun: yes;"> </span>Anyone
familiar with Norse mythology should easily be able to relate to that
scenario.<span style="mso-spacerun: yes;"> </span>It’s easy to image what a hero
fighting for a doomed cause might look like, act like, and die like.<span style="mso-spacerun: yes;"> </span>It’s beautiful.<span style="mso-spacerun: yes;"> </span>And it makes the games memorable.<br />
<br />
As mentioned, the second purpose of
Setting in an RPG is to keep out counter-productive Setting elements.<span style="mso-spacerun: yes;"> </span>By this, I mean unfocussed, player-created
Setting elements.<span style="mso-spacerun: yes;"> </span>If no Setting is
provided in the rules, the players will start adding their own.<span style="mso-spacerun: yes;"> </span>If five people start trying to guide the
exploration of the Setting in five different directions all at once, you’re
going to get a pretty incoherent story.<span style="mso-spacerun: yes;">
</span>Even worse, people will fall back on crappy entertainment tropes they’ve
learned from watching TV, movies, or reading Twilight novels (shudder).<br />
<br />
Let’s look at GURPS.<span style="mso-spacerun: yes;"> </span>GURPS prides itself on being totally Setting
agnostic.<span style="mso-spacerun: yes;"> </span>“You can play anything
anywhere!” it likes to brag.<span style="mso-spacerun: yes;"> </span>The problem
with this is everyone might not be on the same page.<span style="mso-spacerun: yes;"> </span>We might have a mystery campaign on our hands
and one person has Sherlock Holmes in his mind, while another is channeling Dr.
Who, and another is introducing plot elements from MacGyver, and still another
thought that this was a caper campaign like Leverage.<span style="mso-spacerun: yes;"> </span>These things are not compatible and will very
likely lead to arguments, wasted moments of play, unfulfilled expectations, and
big ‘ole dose of <a href="http://socratesrpg.blogspot.com/2012/02/what-is-204-ratio.html" target="_blank">the 20:4 ratio</a>.<br />
<br />
So, okay, we should at least state that
the game is a fantasy, science fiction, gothic horror, or some other sort of
genre, right?<span style="mso-spacerun: yes;"> </span>That’s enough of a Setting
to get play rolling, isn’t it?<br />
<br />
Let’s look at D&D.<span style="mso-spacerun: yes;"> </span>Since 1978-or thereabouts-D&D has had
three core books: The Player’s Handbook, The Dungeon Master’s Guide, and the
Monster Manual.<span style="mso-spacerun: yes;"> </span>From these games it’s
clear we’re playing fantasy.<span style="mso-spacerun: yes;"> </span>But what kind
of fantasy?<span style="mso-spacerun: yes;"> </span>Are we playing a lower-power
fantasy like the Lord of Rings?<span style="mso-spacerun: yes;"> </span>High
powered like the Silmarilion?<span style="mso-spacerun: yes;"> </span>Same
author.<span style="mso-spacerun: yes;"> </span>Totally different themes.<span style="mso-spacerun: yes;"> </span>Do animals talk and do whimsical things like
in Lewis?<span style="mso-spacerun: yes;"> </span>Is it a high-powered
magic-filled campaign like Vance?<span style="mso-spacerun: yes;"> </span>Just
saying something is “fantasy” or “horror” doesn’t help.<span style="mso-spacerun: yes;"> </span>It certainly doesn’t establish what conflicts
might exist between the NPCs and whether or not they’ll be relevant to the
players.<span style="mso-spacerun: yes;"> </span>It doesn’t establish group
expectations as to what type of play is in-bounds or out-of-bounds.<span style="mso-spacerun: yes;"> </span>It doesn’t give the GM much to go on other
than all the books, comics, and movies he’s familiar with.<span style="mso-spacerun: yes;"> </span>In short, it doesn’t help keep out all the
crappy motifs Hollywood and New York have pushed on us their various media over
the last century.<span style="mso-spacerun: yes;"> </span><br />
<span style="mso-spacerun: yes;"></span><br />
<span style="mso-spacerun: yes;"></span>I’m not saying that you need to produce
a Setting on the scale of Forgotten Realms or Ptolus.<span style="mso-spacerun: yes;"> </span>In fact, my personal feelings on massive
settings like that is they reduce creative freedom rather than support it.<span style="mso-spacerun: yes;"> </span><br />
<span style="mso-spacerun: yes;"></span><br />
<span style="mso-spacerun: yes;"></span>What I am saying is that your game needs
a setting.<span style="mso-spacerun: yes;"> </span>If only to keep out
disruptive content that you never intended to be part of play.<span style="mso-spacerun: yes;"> </span>Mass media is not the friend of RPG
designers.<span style="mso-spacerun: yes;"> </span>Often, it is the enemy.<span style="mso-spacerun: yes;"> </span>And giving your players something to work
with will when it comes to your Setting will increase enjoyment of your designs.<br />
<br />
Peace,<br />
<br />
-Troy<o:p></o:p><br />
<br />
Addendum:<span style="mso-spacerun: yes;"> </span>There are exceptions of course.<span style="mso-spacerun: yes;"> </span>Prime Time Adventures and Universalis do not
have default Settings.<span style="mso-spacerun: yes;"> </span>However, Setting
is an integral part of play in those games, so by the time the story starts,
everyone actually is on the same page WRT when and where the action will take
place.<o:p></o:p>Unknownnoreply@blogger.com8tag:blogger.com,1999:blog-19815976.post-60859155602451885512013-12-23T12:37:00.001-08:002013-12-23T12:37:53.938-08:00Happy Holidays 2013!Just wanted to wish everyone a very safe and joyful holiday season. May you find mercy, relief, and happiness with those whom you spend your time over the next week!Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-86154972216253340732013-12-05T07:29:00.001-08:002014-01-12T04:43:42.387-08:00Design Journal #3: Distractions<span style="font-family: Calibri;">Heya,<o:p></o:p></span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">So last time I talked about <a href="http://socratesrpg.blogspot.com/2013/10/design-journal-2-brainstorming.html" target="_blank">brainstorming</a> and the time
before that about in<a href="http://socratesrpg.blogspot.com/2013/09/design-journal-1-envisioning-play.html" target="_blank">itial concept</a>.<span style="mso-spacerun: yes;">
</span>Today, I’m going to talk about “Cook Time.”<span style="mso-spacerun: yes;"> </span>Cook Time is when you leave a design alone
for a while and let it stew, steam, and simmer in your imagination.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">Sometimes cook time is intentional.<span style="mso-spacerun: yes;"> </span>Take Vincent Baker’s In a <a href="http://nightskygames.com/welcome/game/InAWickedAge" target="_blank">Wicked Age</a>.<span style="mso-spacerun: yes;"> </span>It started out as the <a href="http://indie-rpgs.com/archive/index.php?topic=21192.0" target="_blank">Cheap and CheeseyAdventure Generator</a>.<span style="mso-spacerun: yes;"> </span>But Vincent gave it
time to cook and it turned into a really fun and challenging RPG.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">In other cases, cook time is thrust upon the designer.<span style="mso-spacerun: yes;"> </span>This is the case for me.<span style="mso-spacerun: yes;"> </span>My mother-in-law was diagnosed with terminal
brain cancer just as I was beginning to write this game.<span style="mso-spacerun: yes;"> </span>She’s still fighting it to this day.<span style="mso-spacerun: yes;"> </span>As you can well imagine, it’s been tough on
the family, and naturally I’ve had to take over a lot of the chores and
responsibilities my wife and I used to share.<span style="mso-spacerun: yes;">
</span>That’s fine and that’s the way it should be.<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">Consequently, I’ve not been able to work on my game.<span style="mso-spacerun: yes;"> </span>But this is not a bad thing!<span style="mso-spacerun: yes;"> </span>And if you find yourself in this sort of
situation, do not dismay!<span style="mso-spacerun: yes;"> </span>The time off
will give you a chance to reflect on your initial work, rethink it, and come
back to it some time later to see if it’s still the game you want.<span style="mso-spacerun: yes;"> </span>Delays like this can give you clarity and
help you see where your ignorance, biases, or <a href="http://socratesrpg.blogspot.com/2007/05/what-is-sacred-cow.html" target="_blank">sacred cows</a> got in the way of
what you really wanted to do.<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">This is a short entry aimed at those of you who want to be
RPG designers but have come up against something that blocks your
progress.<span style="mso-spacerun: yes;"> </span>Whether it’s a design that’s “just
not right” for some reason or it’s personal matters that eat up all your time,
I want to encourage you.<span style="mso-spacerun: yes;"> </span>It’s an okay
thing.<span style="mso-spacerun: yes;"> </span>Rushing a game to the finish line
so you can have it by GenCon is not the way to create a quality piece.<span style="mso-spacerun: yes;"> </span>Don’t be afraid of cook time.<span style="mso-spacerun: yes;"> </span>If your game is truly close to your heart,
like mine is to me, then your patience and courage will be rewarded.<span style="mso-spacerun: yes;"> </span>You can get it done.<span style="mso-spacerun: yes;"> </span>You will get it done.<span style="mso-spacerun: yes;"> </span>I have faith in you!<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">Peace,<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="font-family: Calibri;">-Troy</span><br />
<span style="font-family: Calibri;"><br /></span><br />
<span style="font-family: Calibri;">Late Edit: for another example of how a designer deals with this sort of thing, check out this link: <a href="https://plus.google.com/+VincentBaker/posts/EuUfkXPJQAG">https://plus.google.com/+VincentBaker/posts/EuUfkXPJQAG</a></span></div>
Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-19815976.post-16916272761100519832013-11-26T08:14:00.002-08:002013-11-26T08:14:46.441-08:00Equipment Lists - A Lament
Heya,<br />
<br />
How boring is an equipment list?<span style="mso-spacerun: yes;"> </span>Ugh, it’s got to be the most tedious yet
necessary thing in a fantasy or science fiction RPG.<span style="mso-spacerun: yes;"> </span>Everyone (or close to everyone) loves the
little fiddly bits you get with a new supplement: new weapons, new electronics,
new armor types.<span style="mso-spacerun: yes;"> </span>Each new thing is just
a sight modification of the old stuff, but it’s still cool, right?<span style="mso-spacerun: yes;"> </span>Well, it’s not cool enough for me.<br />
<br />
You know what I would like to see?<span style="mso-spacerun: yes;"> </span>Answer: an equipment list that sparks the
players’ imaginations and prompts new avenues of play.<br />
<br />
For instance, how cool would it be if an
equipment list had five entries for Long Sword or Laser Pistol?<span style="mso-spacerun: yes;"> </span>What if each entry showed how the weapon or
item could be improved using different components or techniques for making
it?<span style="mso-spacerun: yes;"> </span>Even better, what if the equipment
list rules gave hints about how the characters had to quest to find the right
material, the right tinkerer, the right artisan, or whatever to make the weapon
something beyond its mundane, default entry?<br />
<br />
So, take a laser pistol for
instance.<span style="mso-spacerun: yes;"> </span>A pistol might have 5
attributes: weight, hitting power, accuracy, durability, and other.<span style="mso-spacerun: yes;"> </span>The default material on the equipment list
would be the cheapest and least reliable material- you know, the kind of laser
pistol you would buy at the Wal-Marts of the future.<span style="mso-spacerun: yes;"> </span>Then, elsewhere in the equipment section, the
rules would give a list of materials that would reduce the weight of the gun,
increase its hitting power and accuracy, make it more durable, and the “other”
category in this case would be # of shots per battery pack.<br />
<br />
In addition to the improved materials,
the rules would tell the players how they could fabricate the materials or how
to purchase/find the materials.<br />
<br />
In a fantasy world, it would give names
of weaponsmiths, artists, alchemists, etc. where they could get the blade
sharpened to a keen edge, the pommel weight reduced to balance the weapon, or
magical enchantments to make it more powerful.<br />
<br />
Equipment lists are so mundane in most
games, but I think they can add a lot of depth to a campaign if the designer
just takes the time to think about how awesome weapons are in the first place
and the different ways heroes in the stories we love to read have tried to make
them awesomer.<br />
<br />
Peace,<br />
<br />
-Troy<o:p></o:p><br />
Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-19815976.post-69654886009240992262013-11-13T07:55:00.000-08:002013-11-13T07:55:11.419-08:00What is 'Chopping the World in Two' ?
Heya,<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Chris Chinn coined this <a href="http://bankuei.wordpress.com/2010/11/21/fuzzy-lines-and-narration-trading/" target="_blank">phrase a year or two ago</a>.<span style="mso-spacerun: yes;"> </span>Basically he asked, “if narration is a part
of your resolution system, what mechanics in your game stop a player from
saying, ‘If I win, I chop the world in half.”<span style="mso-spacerun: yes;">
</span>This is a severe problem and it’s a design <a href="http://www.story-games.com/forums/discussion/1199/big-gencon-stakes-discussion/p1" target="_blank">flaw that has shown up manytimes</a>, especially after Dogs in the Vineyard was released.<span style="mso-spacerun: yes;"> </span>My own Hierarchy is an excellent example of a
game that suffers from this problem.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
In Hierarchy, players can raise the stakes in a conflict at
will.<span style="mso-spacerun: yes;"> </span>There’s no mechanical stop-gap to
prevent them from betting the fate of the entire world in a single
contest.<span style="mso-spacerun: yes;"> </span>This, of course, is terrible.<span style="mso-spacerun: yes;"> </span>The design relies total on the Social
Contract to keep things in check.<span style="mso-spacerun: yes;"> </span>That’s
possible to some extent, but there are a lot of shades of gray between “my
character smacks yours across the face and leaves” and “I chop the world in
half.”<span style="mso-spacerun: yes;"> </span>It can be hard for a group,
especially a novice group, to enforce reasonable limits on narration trading
during resolution without some mechanical backup.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
It is tempting to allow narration to take the characters in
any direction the play-group desires, but narration, like all things, needs
constraint to breed creativity.<span style="mso-spacerun: yes;"> </span>Putting
mechanical limits on what can be brought into a contest is a necessary part of
design.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
So what are some ways to do that? </div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
First, you can include a “back-out” clause.<span style="mso-spacerun: yes;"> </span>Ben Lehman did this in Polaris, where a
player in a conflict can negate an escalation by an opposing player by saying,
“You ask too much.”<span style="mso-spacerun: yes;"> </span>So, by designing a
way one player to return the stakes back to an earlier a previous state, the
game can prevent things from getting out of hand.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Second, you can set explicit options for what can be at
stake.<span style="mso-spacerun: yes;"> </span>For instance, you can say the
players may risk “wealth, status, or health in a contest but not life or
relationships.”<span style="mso-spacerun: yes;"> </span>In this case, you are
setting up parameters for the resolution system and prescribing what is in
bounds and out of bounds for conflicts.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Third, you can have a way to escalate a conflict with a cost
and a cap.<span style="mso-spacerun: yes;"> </span>Dogs in the Vineyard does
this.<span style="mso-spacerun: yes;"> </span>Escalating a conflict from words
to fists is possible, but doing so puts the character at greater risk.<span style="mso-spacerun: yes;"> </span>There needs to be some sort of cap on how
much a player can risk when escalating a conflict.<span style="mso-spacerun: yes;"> </span>Often this is the character’s life.<span style="mso-spacerun: yes;"> </span>It doesn’t have to be that way, but there
needs to be an explicit way to cap the escalation.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Fourth, you can have a resolution system that just doesn’t
allow narration to set the stakes.<span style="mso-spacerun: yes;"> </span>Task
resolution does this.<span style="mso-spacerun: yes;"> </span>Many forms of
conflict resolution do as well.<span style="mso-spacerun: yes;"> </span>You
could have the GM always set the stakes, or do it by total group consent.<span style="mso-spacerun: yes;"> </span>Whatever.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Fifth, as part of the Chargen and prep work for play, the
players can set up their own parameters for what is allowable and what is not
during narration of stakes in a conflict.<span style="mso-spacerun: yes;">
</span>Sometimes, in a inter-planar superhero game, chopping a world in half
may actually make sense!<span style="mso-spacerun: yes;"> </span>Cool!<span style="mso-spacerun: yes;"> </span>But it needs to happen in accordance with the
players’ expectation for the game, the designer’s vision for the game, and the
limits of the Social Contract.<span style="mso-spacerun: yes;"> </span>Letting
the players hash this out before play allows for really powerful characters and
situations without breaking the mechanics.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
The main thing is, don’t let the power of narration get out
of control.<span style="mso-spacerun: yes;"> </span>Narration is awesome.<span style="mso-spacerun: yes;"> </span>It is a lot of fun, but it is also
dangerous.<span style="mso-spacerun: yes;"> </span>It can take a well-designed
game and wreck it.</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Peace,</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
-Troy<o:p></o:p></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-59220315209833260232013-10-18T11:35:00.001-07:002013-10-18T11:35:38.431-07:00Design Journal #2: BrainstormingHeya,<br />
<br />
A few weeks ago I wrote up my <a href="http://socratesrpg.blogspot.com/2013/09/design-journal-1-envisioning-play.html" target="_blank">DesignDiary #1</a>.<span style="mso-spacerun: yes;"> </span>Today, I’m continuing this
saga.<span style="mso-spacerun: yes;"> </span>But before I get to today’s issue:
a rabbit chaser.<span style="mso-spacerun: yes;"> </span>Every designer has to
deal with personal distractions and tragedy along the road to publication.<span style="mso-spacerun: yes;"> </span>Who knows how many thousands of would-be
designers have had to abandon their games due to addiction, loss, disease, or
what-have-you.<span style="mso-spacerun: yes;"> </span>I feel the pain of those
designers and my life is an exemplar of that struggle.<span style="mso-spacerun: yes;"> </span>So hopefully, this design series will serve
not only to instruct nascent game-makers in the art of design and publishing
but also instruct them on the art of dealing with real-life barriers that come
up during the process.<span style="mso-spacerun: yes;"> </span>More on that
later, tho.<span style="mso-spacerun: yes;"> </span>On to brainstorming.<br />
<br />
I want to stress to you just how
important to the design process letting your mind generate ideas and at the
same time, writing those ideas down are.<span style="mso-spacerun: yes;">
</span>The human mind, especially mine, is weak.<span style="mso-spacerun: yes;"> </span>I can’t remember every mechanic or piece of
trivia I come up with when imagining how my game will work.<span style="mso-spacerun: yes;"> </span>Once I have envisioned play, I begin the
process of brainstorming.<span style="mso-spacerun: yes;"> </span>Everyone has
their own method for doing this. <span style="mso-spacerun: yes;"> </span>My post
today is descriptive not prescriptive, but if you like my methodology, feel
free to employ it in part or in whole :)<br />
<br />
Back in the olden days (1998-2001) I
kept stacks of composition notebooks around me all the time.<span style="mso-spacerun: yes;"> </span>Each notebook would be dedicated to a
different topic: <a href="http://socratesrpg.blogspot.com/2006/01/what-is-chargen.html" target="_blank">Chargen</a>, <a href="http://socratesrpg.blogspot.com/2009/11/what-is-resolution.html" target="_blank">Resolution System</a>, <a href="http://socratesrpg.blogspot.com/2008/03/is-character-advancement-necessary.html" target="_blank">Rewards</a>, <a href="http://socratesrpg.blogspot.com/2006/04/how-can-magic-be-used-in-rpg.html" target="_blank">Magic</a>, <a href="http://socratesrpg.blogspot.com/2006/05/does-setting-still-matter.html" target="_blank">Setting</a>, etc. etc.
etc.<span style="mso-spacerun: yes;"> </span>After my first game was published
in 2002, I switched to computers.<br />
<br />
Now, I keep a single file with all my
notes.<span style="mso-spacerun: yes;"> </span>I have a specific system that I
use, and I’ve mentioned it before.<span style="mso-spacerun: yes;"> </span>My
notes are kept in a stream of consciousness outline.<span style="mso-spacerun: yes;"> </span>I let the inspiration flow, and I type it out
as it comes.<span style="mso-spacerun: yes;"> </span>Sometimes, I still jot things
down on random scraps of paper when a computer isn’t handy, but it all goes
into my file in the order it came to me.<span style="mso-spacerun: yes;">
</span>As an example, here is the first half-page or so of my design notes for
this game: <a href="https://docs.google.com/file/d/0B9KW0-YiNVWqVFc4d3JXZGdrUmM/edit?usp=sharing" target="_blank">NOTES EXCERPT</a><br />
<br />
I have to confess one thing.<span style="mso-spacerun: yes;"> </span>The “Dungeons” label for the game came after
the entry on Moldvay and Keep on the Borderlands.<span style="mso-spacerun: yes;"> </span>It wasn’t until then, I had even the faintest
idea what I wanted from this thing.<span style="mso-spacerun: yes;"> </span>In a
future post, I’ll explain how I arrived at that decision.<br />
<br />
Anyway, I find that keeping my notes
this way lets me see where I made decisions in the design process and why I made
those decisions.<span style="mso-spacerun: yes;"> </span>Sometimes, when you get
half-way or even 2/3 of the way through a text, you forget why you made a
certain rule.<span style="mso-spacerun: yes;"> </span>You look at something and
go, “What the…Why’d I do this?”<span style="mso-spacerun: yes;"> </span>Keeping
my notes in a stream of consciousness, helps me understand my game’s purpose SO
much better.<br />
<br />
Also, it helps me organize my text.<span style="mso-spacerun: yes;"> </span>I have an outline ready to go that will only
need a small amount of tweaking before I dive right into the writing
process.<span style="mso-spacerun: yes;"> </span>I found that it makes writing
my games more efficient.<span style="mso-spacerun: yes;"> </span>This isn’t fool-proof,
though.<span style="mso-spacerun: yes;"> </span>As you can see, those notes are
quite busy in some places.<span style="mso-spacerun: yes;"> </span>Sometimes I’ll
copy and paste a section of my notes into its own document just to separate it
from the clutter as I’m writing.<br />
<br />
The entire document is well over 20
pages now, but not everything will make it in.<span style="mso-spacerun: yes;">
</span>Stuff I’m not using stays in the notes, but I might make it “strikethrough”
or highlight it in a different color so I know not to include it in my
text.<span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><br />
<span style="mso-spacerun: yes;"></span><br />
<span style="mso-spacerun: yes;"></span>Anyhow, that will just about do it for
my entry today.<span style="mso-spacerun: yes;"> </span>Brainstorming is the
second step I take after envisioning play.<span style="mso-spacerun: yes;">
</span>I have kind of a wacky system for doing.<span style="mso-spacerun: yes;">
</span>Yours could be even wackier.<span style="mso-spacerun: yes;"> </span>If
this is your first time writing a game, I recommend putting all your ideas down
somewhere.<span style="mso-spacerun: yes;"> </span>Whether it’s on paper, on the
net, or in a file: write them down!<span style="mso-spacerun: yes;"> </span>If
you don’t, I promise you’ll forget.<br />
<br />
Peace,<br />
<br />
-Troy<o:p></o:p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-45559180205168213582013-10-10T12:49:00.000-07:002013-10-10T12:49:21.746-07:00What is an 'Endgame' ?
Heya,<o:p></o:p><br />
<br />
Today I’m going to
discuss a design technique that has become more and more popular in RPGs over
the last ten years.<span style="mso-spacerun: yes;"> </span>It is the “Endgame.”<span style="mso-spacerun: yes;"> </span>An endgame is a moment where play permanently
stops for one or more characters in a campaign.<span style="mso-spacerun: yes;">
</span>This means that once certain conditions are met, that character’s story
is done.<o:p></o:p><br />
<br />
The idea of an endgame
isn’t new.<span style="mso-spacerun: yes;"> </span>It’s been around for as long
as writing “retired” at the top of a character record sheet has been
conceived.<span style="mso-spacerun: yes;"> </span>However, the idea has been developed
more and more over the last decade.<span style="mso-spacerun: yes;"> </span>As a
result, several ways to treat an endgame have emerged.<o:p></o:p><br />
<br />
The first way to
address the endgame mechanic is to assume that there is no necessary
endgame.<span style="mso-spacerun: yes;"> </span>Games like D&D, Ars Magica,
Vampire, and Sorcerer fit this category.<span style="mso-spacerun: yes;">
</span>They assume that play, at least in theory, could go on
indefinitely.<span style="mso-spacerun: yes;"> </span>Players decide on their
own when they are done with their characters and often make up some grand scene
to say goodbye.<span style="mso-spacerun: yes;"> </span><o:p></o:p><br />
<br />
The second way is to
have a soft endgame.<span style="mso-spacerun: yes;"> </span><a href="http://theunstore.com/index.php/unstore/game/1" target="_blank">Dogs in theVineyard</a> and <a href="http://www.dog-eared-designs.com/pta.html" target="_blank">Prime Time Adventures</a> have what I call “soft” endgames.<span style="mso-spacerun: yes;"> </span>For dogs, it is the salvation of a town.<span style="mso-spacerun: yes;"> </span>The characters discover the sin, find the
perpetrator, and punish him or her.<span style="mso-spacerun: yes;"> </span>In
PTA, it’s the end of a season or story-arc.<span style="mso-spacerun: yes;">
</span>If the players want, that can be the end of play OR they have the option
to continue the same characters in a new town or new season.<span style="mso-spacerun: yes;"> </span><o:p></o:p><br />
<br />
Some games have triggered
endgames.<span style="mso-spacerun: yes;"> </span>I think <a href="http://downloads.darkon.info/pdf/tsoy.pdf" target="_blank">The Shadow ofYesterday</a> and <a href="http://www.dungeon-world.com/" target="_blank">Dungeon World</a> are prime examples.<span style="mso-spacerun: yes;">
</span>In TSoY, when one character’s ability reaches a certain value (6 IIRC),
the character “transcends.”<span style="mso-spacerun: yes;"> </span>This means
he or she has become so powerful that the character is taken out of the world
in order to maintain balance.<span style="mso-spacerun: yes;"> </span>In Dungeon
World, it’s getting to level 10.<span style="mso-spacerun: yes;"> </span>Both of
these are mostly voluntary by the players.<span style="mso-spacerun: yes;">
</span>In TSoY, reaching a 6 in an ability is never inevitable.<span style="mso-spacerun: yes;"> </span>It’s easy to avoid.<span style="mso-spacerun: yes;"> </span>In DW, there’s a way to avoid hitting level
ten if you really want.<span style="mso-spacerun: yes;"> </span>So the
character’s story only ends if the players want to.<span style="mso-spacerun: yes;"> Of course, character death in more <a href="http://socratesrpg.blogspot.com/2006/02/what-is-traditional-game.html" target="_blank">traditional games</a> is another example of triggered engames. </span>Triggered endgames are often linked to individual
characters and may not affect the entire party or the story.<o:p></o:p><br />
<br />
Finally, there are games
with hard endgames.<span style="mso-spacerun: yes;"> </span><a href="http://www.halfmeme.com/master.html" target="_blank">My Life with Master</a>
and my own <a href="http://www.1km1kt.net/rpg/cutthroat" target="_blank">Cutthroat</a> are exemplars of this.<span style="mso-spacerun: yes;">
</span>MLwM ends with either the death of the Master or the death of the Minion
(or both).<span style="mso-spacerun: yes;"> </span>All play drives towards that
eventuality.<span style="mso-spacerun: yes;"> </span>There’s no escaping
it.<span style="mso-spacerun: yes;"> </span>Likewise, all play in Cutthroat
drives toward one biker dominating all the other bikers in the gang.<span style="mso-spacerun: yes;"> </span>It is inescapable.<span style="mso-spacerun: yes;"> </span>When the Master dies or when one biker
dominates all the others, the game ends.<span style="mso-spacerun: yes;">
</span>Period.<o:p></o:p><br />
<br />
So what is the use of
an endgame?<o:p></o:p><br />
<br />
To begin, endgames can
provide a focus for play.<span style="mso-spacerun: yes;"> </span>They give the
players something to drive towards and the characters something to
achieve.<span style="mso-spacerun: yes;"> </span>It helps everyone know what is
happening during the three timescales of play.<span style="mso-spacerun: yes;">
</span>The endgame keeps everyone on the same page and satisfies the
expectations all the players have.<o:p></o:p><br />
<br />
Additionally, endgames
can limit the amount of time people play the RPG.<span style="mso-spacerun: yes;"> </span>Take my Game Chef 2012 submission for
example.<span style="mso-spacerun: yes;"> </span><a href="https://docs.google.com/file/d/0B9KW0-YiNVWqMnVrcnpxZzRVc00/edit?usp=sharing" target="_blank">The Coyote Lode</a> was meant to be
a one-shot, one-session RPG.<span style="mso-spacerun: yes;"> </span>Thus, I
gave it explicit endgame mechanics (every room in the mine eventually floods).<span style="mso-spacerun: yes;"> </span>As the designer, my intention for play was
not indefinite.<span style="mso-spacerun: yes;"> </span>It was well defined.<span style="mso-spacerun: yes;"> </span>I think there is plenty of design space in
one-shots and might cover that topic in a more in-depth way in another aricle.<o:p></o:p><br />
<br />
Last, endgames provide
a social reward.<span style="mso-spacerun: yes;"> </span>When a player or a
group of players hits the endgame successfully (like killing the Master in
MLwM), there is a payoff of social esteem.<span style="mso-spacerun: yes;">
</span>For a lot of players, social esteem is why they play, and an endgame
will greatly appeal to them.<o:p></o:p><br />
<br />
There are ways to
further break down these endgames.<span style="mso-spacerun: yes;"> </span>For
instance, you could break them down by character, session, adventure, or campaign.<span style="mso-spacerun: yes;"> </span>A character’s endgame could be when he loses
all his hit points in D&D or loses all his humanity points and becomes the
GM’s character in <a href="http://adept-press.com/games-fantasy-horror/sorcerer/" target="_blank">Sorcerer</a>.<span style="mso-spacerun: yes;"> </span>A session’s
endgame could be tracked by some expendable currency or resource, or it could
be timed.<span style="mso-spacerun: yes;"> </span>For an adventure’s endgame, it
could be solving a crime in InSpectres.<span style="mso-spacerun: yes;">
</span>And as I mentioned earlier, My Life with Master is an excellent example
of a campaign’s endgame.<o:p></o:p><br />
<br />
Do all games need an
endgame?<o:p></o:p><br />
<br />
Nope.<span style="mso-spacerun: yes;"> </span>In fact, many do not.<span style="mso-spacerun: yes;"> </span>But is another tool in the RPG designer’s
toolbox that you can use.<span style="mso-spacerun: yes;"> </span>As you create
your game, regardless of the genre or creative agenda you want to support,
consider whether an endgame might be right for your design.<span style="mso-spacerun: yes;"> </span>Sometimes it will be; sometimes it
won’t.<span style="mso-spacerun: yes;"> </span>But it’s always good to at least
consider how it might help focus your game or provide a payoff for the players
at the end.<o:p></o:p><br />
<br />
Peace,<o:p></o:p><br />
<br />
-Troy<o:p></o:p><br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-61672916686360759212013-09-30T09:23:00.001-07:002013-09-30T10:57:45.533-07:00Design Journal #1: Envisioning PlayHeya,<br />
<br />
Back in <a href="http://socratesrpg.blogspot.com/2013/03/how-do-i-design-dungeon.html" target="_blank">March I casually mentioned that I was writing a new game</a>. This will be my first new game since I wrote “The Holmes and Watson Committee” back in 2009. And I’m excited, so I’m going to share my experiences with you. Hopefully, I can make it from design to published product. We’ll see.<br />
<br />
The reason it’s taken so long are many. First, the publishing process has been extraordinarily painful for me. My first game was published in 2002. The printer problems and business mistakes we made back then were excruciating. I’ve talked about <a href="http://socratesrpg.blogspot.com/2010/08/is-publishing-really-that-painful.html" target="_blank">how taxing the publishing process can be</a> in the past, the problems of 2002 and 2003 were the main reasons why. Not the only reasons, though. In 2008-2009 I tried my hand at publishing again. I figured by now the POD process had evolved and small press printing could be done efficiently and easy. WRONG! The same problems plagued me a second time and forced me to cancel a whole second line of books I wanted to produce. <br />
<br />
It wasn’t just publishing though. In the last half-dozen years I’ve gotten married, had a child, got my master’s degree, switched positions at my job four times, and helped my wife get her master’s degree as well. Many in my family have gotten terribly ill (some terminally), and I’ve dealt with distractions of every kind and sort. I’ve not overcome all of these obstacles yet, but I’m hopeful that I can see the light at the end of the tunnel. And once I’m through, I think I’ll have the chance to publish the game I want.<br />
<br />
So now it’s been 11 years since my first publishing and four years since my last. What have I learned? Well, that’s easy to answer. Everything on this blog is about what I’ve learned! But the problem with what’s on this blog is that it’s not real enough. I haven’t put it into practice, or at least, haven’t in a very long time. So that’s what I’m going to do now. I’m going to practice what I preach.<br />
<br />
So where do we start?<br />
<br />
I’m going to start with my initial concept. I began with something I called the <a href="http://www.1km1kt.net/rpg/the-game-system" target="_blank">G.A.M.E.</a> engine. You can follow that link to it on 1km1t. It was great, it was fun, I got some playtesting in. The problem was the advancement system is totally broken and I wasn’t willing to make the compromises it would take to fix it. So I had to move on.<br />
<br />
I was inspired by Luke Crane’s We D&D threads which you can read about <a href="https://plus.google.com/111266966448135449970/posts/Q8qRhCw7az5#111266966448135449970/posts/Q8qRhCw7az5" target="_blank">HERE</a>, <a href="http://story-games.com/forums/discussion/15909/a-tale-of-two-maps/p1" target="_blank">HERE</a>, and <a href="http://www.burningwheel.org/forum/showthread.php?12395-Let-s-talk-about-Luke-s-D-amp-D-explorations&highlight=moldvay" target="_blank">HERE</a>. I remembered back to the simplicity and awe I had in my first RPG experience (which was Middle-earth Roleplaying). Like SO many designers I wanted to recapture those moments. So I focused on the memories instead of the mechanics.<br />
<br />
What did I remember?<br />
<br />
1.We didn’t know the rules well enough to constantly be referencing them, so handling time was kept to a minimum.<br />
<br />
2.We quickly grew tired of the constrained canonical setting of Middle-earth put on us, so we started making our own content to adventure in.<br />
<br />
3.We focused on the combat and the loot, but our characters had motivations. They were simple ones (the Free Peoples vs. the Dark Lord), but the motivations supported gameplay.<br />
<br />
4.Magic items were awesome, rare, and special. There were five characters in the party and after 27 collective levels, we maybe had seven magic items (it might have been less, honestly). <br />
<br />
5.Making maps was a huge part of the fun- for both the GM and the players.<br />
<br />
So that’s where I started with my new design: remembering something I enjoyed and setting that as my design goals. Those were the things that were going to matter most. Next time, I’ll explain how I went from abstract ideas to core design principles.<br />
<br />
Peace,<br />
<br />
-TroyUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-66833763729785241972013-09-17T10:57:00.003-07:002013-09-17T10:57:53.847-07:00Relay the Message: Kickstarter RoundupHeya,<br />
<br />
It's been a while since Kickstarter had anything interesting for me, but all of a sudden that has changed. I've got three projects I'm following closely, and I thought I'd share them with you:<br />
<br />
1. <a href="http://www.kickstarter.com/projects/trentish/grim-world-gaming-supplement-for-dungeon-world-and?ref=tag" target="_blank">GrimWorld</a>: this is a supplement for Dungeon World. It looks great, and if you have enjoyed DW (which many of you have) this could be right up your alley. Time is short, however. You've got around 40 hours from this posting to back it. Sorry, but I didn't catch it sooner.<br />
<br />
2. <a href="http://www.kickstarter.com/projects/847190685/s-lay-w-me-play-app-revolution?ref=tag" target="_blank">S/lay w/Me App</a>: Ron Edwards is trying to take his RPG to the 'net in a new way. The app works with Google Hangouts, and is meant to help bring together gamers who don't live close to each other. Ron is running "choose your own reward" system with his Kickstarter that has a lot of neat stuff. It's different from other Kickstarters, so I recomend checking it out.<br />
<br />
3. <a href="http://www.kickstarter.com/projects/590526217/rpg-gaming-table?ref=tag" target="_blank">The RPG Table</a>: if you haven't seen this yet, you need to check it out. Jim Barnes is selling plans (and parts if you pledge enough) to build a really awesome table meanth for tabletop RPGs. I first saw things thing a few years ago and have always wanted one. It's pretty rad.<br />
<br />
Technically, none of these are games exactly: one supplement, an app, and a piece of furniture. But our hobby is evolving. It's no surprise that our Kickstarters are evolving with them.<br />
<br />
Peace,<br />
<br />
-TroyUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-82221442948580128642013-09-05T09:36:00.001-07:002013-09-05T09:36:48.439-07:00What is Creative Agenda?<span style="color: white;">
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;">Heya,<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">I’m tackling a tough subject
today.<span style="mso-spacerun: yes;"> </span>Hopefully, I can do it
justice.<span style="mso-spacerun: yes;"> </span>If Ron or Vincent or Ben come
along later and correct me, I’ll change this post as necessary.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">So what is a creative
agenda?<span style="mso-spacerun: yes;"> </span></span><a href="http://big-model.info/wiki/Main_Page" target="_blank"><span style="color: white;">The Forge wiki</span></a><span style="color: white;"> defines it as </span></span><i><span lang="EN" style="mso-ansi-language: EN;"><span style="color: white;">"The players' aesthetic priorities
and their effect on anything that happens at the table that has any impact on
the shared fiction"<o:p></o:p></span></span></i><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">There’s a lot of heavy words in
that definition, so let’s break it down.<span style="mso-spacerun: yes;">
</span>First, let’s deal with “aesthetic.”<span style="mso-spacerun: yes;">
</span>Here, aesthetic means “a principled taste and/or style adopted by a
rolepalyer for the enjoyment of roleplaying.”<span style="mso-spacerun: yes;">
</span>Priorities means “what is most important to the roleplayer.”<span style="mso-spacerun: yes;"> </span>At the table means, “what the players are
literally, physically doing in the real world.” <span style="mso-spacerun: yes;"> </span>And finally, shared fiction means, “the
imagined events created by the players through mutual ascent.”<span style="mso-spacerun: yes;"> </span>So, to reword creative agenda in Socratic
Design speak:<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">“Creative Agenda is a principled
style regarding what is most important to making roleplaying fun for an
individual roleplayer when it comes to anything he or she physically, mentally,
or emotionally contributes at the gaming table that modifies in any way the
shared imagined events that the group-as a whole-has cooperatively created.”<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">I want to elaborate on
“principled style”/”priorities” because this is key. <span style="mso-spacerun: yes;"> </span>Creative Agenda (CA) is all about what is most
important to the player when it comes to enjoying actual play.<span style="mso-spacerun: yes;"> </span>And it’s all about actual play.<span style="mso-spacerun: yes;"> </span>It is not about being with friends.<span style="mso-spacerun: yes;"> </span>It is not about the snacks your GM’s mom
makes every week.<span style="mso-spacerun: yes;"> </span>It is not about
personal relationships or identification with geek culture.<span style="mso-spacerun: yes;"> </span>Those things can be important, but they are
all social reasons for play, not creative reasons.<span style="mso-spacerun: yes;"> </span>CA deals explicitly with a person’s pleasure
that he or she derives from the imaginative fiction being created at the table.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><strong><span style="color: white;">What different creative agendas
are there?<o:p></o:p></span></strong></span><br />
<span style="color: white;">
</span><br />
<span style="color: white;">S<span style="font-family: "Arial","sans-serif"; font-size: 10pt;">o far, there have been three
creative agendas identified by Forge Theory.<span style="mso-spacerun: yes;">
</span>They are Gamism (a.k.a. Step on Up), Narrativism (a.k.a. Story Now), and
Simulationism (a.k.a. The Right to Dream).<span style="mso-spacerun: yes;">
</span>I happen to divide the Creative Agendas slightly differently from what
Ron et. al. did at the Forge, but this article isn’t the right place to discuss
that.<span style="mso-spacerun: yes;"> </span>For the purposes of this piece,
these three are all there are.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<strong><span style="color: white;">W<span style="font-family: "Arial","sans-serif"; font-size: 10pt;">hat is Gamism?<o:p></o:p></span></span></strong><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">Briefly, Gamism is a habitual
prioritization of personal guts, sound strategy, inventive tactics, and
problem-solving in risky situations.<span style="mso-spacerun: yes;">
</span>This means, a person whose CA is Gamism will seek esteem from the other
players by consistently guiding his character(s) to act bravely, innovatively,
and fearlessly in dangerous situations.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><strong><span style="color: white;">What is Narrativism?<o:p></o:p></span></strong></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">Narrativism manifests itself as a
habitual prioritization of engaging on an emotional level to address real-life,
human problems (such as war, poverty, love, loyalty, faith, abuse, etc.) while
purposely not pre-planning any solution or outcome.<span style="mso-spacerun: yes;"> </span>This is sometimes called addressing a theme
or a premise in the Lit. 101 sense of those words.<span style="mso-spacerun: yes;"> </span>A person whose CA is Narrativism, will allow
the events of the fiction created during play to determine the outcomes of the
conflicts, plot, and consequences made by the characters.<span style="mso-spacerun: yes;"> </span>He or she will not go into the game with any
pre-set what ideas of what his or her character will do in any given situation.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><strong><span style="color: white;">What is Simualtionism?<o:p></o:p></span></strong></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">Simulationist play is the
habitual prioritization of in-game causality and rigorous application of
pre-established facts, themes, motifs, and attitudes in play.<span style="mso-spacerun: yes;"> </span>The Simulationist CA values strict adherence
to a source, whether that source is a licensed intellectual property (like Star
Wars or Middle-earth), genre (like horror, science-fiction, or fantasy), or
elements created during play (such as past fictional events the players
established).<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<strong><span style="color: white;">S<span style="font-family: "Arial","sans-serif"; font-size: 10pt;">o how does one measure Creative
Agenda?<o:p></o:p></span></span></strong><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">You can’t measure CA by
determining if a certain, singular “thing” is there.<span style="mso-spacerun: yes;"> </span>For instance, if you observe people using
combat strategy, you cannot say they are “gamists” or whatever.<span style="mso-spacerun: yes;"> </span>If the setting for the game is Earth-Sea, you
cannot say it is “simulationist” or whatever.<span style="mso-spacerun: yes;">
</span>Just because a certain <u>thing</u> is there, does not mean a certain
Creative Agenda is also present.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">You must look at what is most
important to the players: what he or she consistently finds personally
rewarding over an instance of play.<span style="mso-spacerun: yes;"> </span>I’ll
get into what an “instance of play” is at a later date.<span style="mso-spacerun: yes;"> </span>Suffice to say, it is a lengthy period of
time.<span style="mso-spacerun: yes;"> </span>Do not confuse instance with
instant.<span style="mso-spacerun: yes;"> </span>An instance of play is not a
brief moment of play.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">Ask, what appear to be goals of
this player as he or she speaks and acts at the table?<span style="mso-spacerun: yes;"> </span>What are his or her decisions like?<span style="mso-spacerun: yes;"> </span>What sort of actions does he or she
consistently make during play?<span style="mso-spacerun: yes;"> </span>Answering
these will reveal what a player’s CA is.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><strong><span style="color: white;">Are players aware they are using
a Creative Agenda?<o:p></o:p></span></strong></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">Not always. In fact, very
frequently a person might not be able to articulate what they find rewarding
during play.<span style="mso-spacerun: yes;"> </span>This is why people resort
to saying they most enjoy things like, “I just like hanging out with my
friends,” or “I thought this book looked cool from the cover, so I decided to
play it.”<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><strong><span style="color: white;">What is the use of Creative
Agenda?<o:p></o:p></span></strong></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">Once you understand that players
prioritize certain aspects of play, you can begin to design games that support
that prioritization.<span style="mso-spacerun: yes;"> </span>If you want to make
a game that appeals to Gamists, you make a game that proses risky challenges
that require skillful strategy to beat.<span style="mso-spacerun: yes;">
</span>If you want to appeal to Simulationists, you create a set of mechanics
or a gripping setting that engrosses their imaginations and encourages them to
stay faithful to that source.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">Design techniques that support
the three CAs is an article all to itself, and I’m sure that might be
disappointing to my readers who were hoping to get some practical design advice
out of this article.<span style="mso-spacerun: yes;"> </span>Taking on design
techniques from this perspective is a HUGE job, and one I’m not ready to tackle
just yet.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">For now, I’m going to leave it at
that.<span style="mso-spacerun: yes;"> </span>If you would like to read more
about Creative Agendas, I encourage you to check out the Big Model Wiki or the
Adept Press Forums.<span style="mso-spacerun: yes;"> </span>Those are both great
resources, IMHO.<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">Peace,<o:p></o:p></span></span><br />
<span style="color: white;">
</span><br />
<span style="font-family: "Arial","sans-serif"; font-size: 10pt;"><span style="color: white;">-Troy<o:p></o:p></span></span><br />
<span style="color: white;">
</span>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-19815976.post-41959489496504242982013-08-26T05:19:00.002-07:002013-08-26T05:19:37.414-07:00Relay the Message: Fight CancerHeya,<br />
<br />
Back a littler earlier from summer break. I want to talk about someone a greatly respect in the RPG scene. His name is Chris Chinn. If you have never followed the <a href="http://bankuei.wordpress.com/" target="_blank">Deeper in the Game blog</a>, you need to start. It is, IMHO, the best RPG blog on the Internet. I think it's better than mine or Vincent's or anybody's.<br />
<br />
A few months ago, Chris was diagnosed with a rare cancer. The good news is, it's curable! That bad news is, it will keep him out of work and no doubt cost a fortune to cure. When I read the news about his cancer on his blog, I wanted to help, but I didn't know how. Thankfully, Chris provided an opportunity. <a href="http://www.youcaring.com/medical-fundraiser/chris-punches-cancer-in-the-face-/68682" target="_blank">He started a You Caring drive where anyone can donate to help him</a>. I just discovered it, and it only has a scant 5 days left. So I'm definitely going to do that. But I wanted to give him a signal boost on my blog. <br />
<br />
This is a great opportunity to help beat cancer (a disease that's taken several of my family members, and probably some of yours too I would imagine). If you can lend Chris a hand, I'm sure he would appreciate it.<br />
<br />
Peace,<br />
<br />
-TroyUnknownnoreply@blogger.com0