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.
RPG designer John-Matthew DeFoggi on how a time jump can serve your players and setting
J-M DeFoggi has written and developed for Shadowcraft, 13th Age, and Torg Eternity. Osprey Games published his Jackals: Bronze Age Fantasy Roleplaying and subsequent campaign and lore books, and he is now the Lead Developer at Strange Owl Games.
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.
YZ Worldbuilding: The One Ring Vampire Lair
The Old Dwarf-Mines for Ruins of the Lost Realm is a landmark perfect to expand into a vampire lair. The mines are located far to the north in the Blue Mountains deep inside Dark Lands territory.
Free to Download: How to Roleplay the HARD Way
Shonner Press’ How to Roleplay the HARD Way is a 34-page guide on how Shawn Driscoll thinks you might be able to get really in character.
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.
Charisma Saves: Improving Improv
Improv is such a large part of the RPG space. It fills in the narrative gaps and helps interpret what is happening when the dice roll.