Last time, I mentioned the two poles of time travel theory: one, that the past is inelastic, and any change you make will always find a way to reset itself somehow; and two, that any change you make will have … Continue reading
Tag Archives: theory
In case you needed it, here’s another reason RPGs are cool: because they make you want to learn everything. RPGs (and worldbuilding, and working to make rules model the world) have made me curious about how pretty much everything works, … Continue reading
The third panel I was on; not RPG-specific, but important enough to discuss here. This one got into a lot of topics that are really important to me. We discussed our experiences with the Geek Hierarchy, and how it really … Continue reading
I wasn’t on this panel, just in the audience. It was quite a good panel. But then, with Beth Kinderman and Sherry Merriam on it, how could it not be? It dealt pretty well with its subject matter — namely, … Continue reading
Another good gaming-related panel (WisCon had a bunch of them this year), this one was concerned with how we “expand our understanding of ourselves and the world” through RPGs. The panelists had a good representation of different kinds of RPG … Continue reading
Judging by posts on RPG.net, a lot of the RPGs sold these days primarily get read, put on a shelf, occasionally referred to, read some more and never actually played. Unlike a lot of people, I don’t think this is … Continue reading
I wish people would stop referring to RPG lines as “dead”. (It’s not hard to find examples of this phenomenon.) RPGs don’t die; they just stop being supported. If an RPG has never been played by anyone, anywhere, but someone, … Continue reading
A passing thought about gaming theory: it seems that whatever gets specified in a game, no matter how vaguely, becomes incredibly important and becomes the ground on which all else hangs. As an example, I’ve had a situation where I … Continue reading
We’ve discussed random and semi-random ways of awarding luck points. We’ve also discussed luck point sources such as Aspects, Attributes or Traits to keep the flow steady. What other methods are there? Players in control How about if the players … Continue reading
I discussed earlier how much a luck (/fate/hero/plot/benny) point system can resemble a monetary economy. The recent downturn has a valuable lesson for RPG luck point economies: it doesn’t matter how much money is in the economy, if it all … Continue reading