Can we make RPG money more interesting?
How can we use the messy, complicated actual history of systems of trade and obligation to make interesting stories?
Articles exploring various ideas for tabletop roleplaying games.
How can we use the messy, complicated actual history of systems of trade and obligation to make interesting stories?
A high-stakes, emotionally charged duel… desirable, no? But how can we get there?
An attempt to get to grips with the history of D&D and fantasy fiction.
A newer update on an old question, inspired by newer games. En garde, my friend.
A lonely girl thinks about the value of animations.
A three hour long youtube video sends me on a journey into the nature of RPG sourcebooks.
The beginning of an enquiry. Why do we use books in our games of pretend?
We dive deeper, considering some narratives about RPG books and their purpose.
We consider some less obvious aspects of play and subculture, and the role of the book in it.
An autistic woman finds a roundabout way to understand social life through a kishōtenketsu connecting RPGs, improv, wrestling, and kink.
Transform games and make them your own, and use whatever material you want. Don’t let discourse tell you otherwise.
Not all mechanical abstraction has the same function.
Cracking open my books of philosophy and game design theory in the hope of figuring out how they square with that strange species of game, the RPG.
Zeroing in on Bernard Suits, I consider the various types of enjoyment pursued by RPG players, and whether they qualify as prelusory goals.
Continuing the inquiry into how RPGs function as games, I examine how Stephen Sniderman’s unwritten rules factor into the procedures of RPGs.
I return to Bernard Suits, and consider how voluntary restrictions manifest as rules to shape narration.
How do game design questions shift when approaching RPG land? Here we take a look at the tricky subject of game balance.
How should responsibility be shared between game designers and players of an RPG? We face up to some hardline stances.
How best to describe play that is not ultimately defined by a rulebook? We touch the nebulous and infinite.