I discussed decoupling narratives and how we can change and challenge stereotypes.
Genre Police: Pacemaker
We’ve never talked about structure when it comes to the nitty gritty of a game; how to build and run a session, how to build and run a campaign.
Genre Police: All Adventurers Welcome
The reason I have done this is that I want people to be able to play characters that look like themselves without resorting to stereotypes – not every person with darker skin has to be from some desert empire.
Genre Police: Widescreen
Now I’d like to crank the dial the other way and up the scale to the nation and world-changing campaign. Focus on giving your campaign a sense of depth and scale. How do you make a world and story feel massive?
Genre Police: Finger On The Scales
I have been running a few D&D campaigns for almost two years, and I’ve watched the stories we tell slowly shift upwards in their viewpoint.
Genre Police: Self-Centred Design
Last time I talked about how to make a game enjoyable for players, how to serve them and build a game focused on them. But you have to also think of yourself as a player.
Genre Police: Players And Positivity
The story has stuck in my head, not only as a laughably bad example of how not to respect player agency but also as an interesting thing that can happen during games.
Genre Police: Generic Police
But before we begin talking about what generic systems can offer, we have to talk about how I can serve what you are looking for.
Genre Police: Un-Genre Police
I was recently asked by a reader to cover how I would approach using one game system to run a different game or setting.
Genre Police: Contenders, Ready!
I have pretty much always wanted to run an arc in an RPG game that involved a fictional tournament.