Skip to content

The Rhetorical Gamer

  • Home
  • Contact
  • Creations

Tag: old-school

Fantasy with Consequences

On August 5, 2020August 5, 2020 By MichaelIn Game Design, Geek ThoughtsLeave a comment

I have a problem. It’s a problem with fantasy, storytelling, and by extension, RPGs. I like consequences. This problem takes on a lot of forms. Character continuity, status quo issues, debates about agency and authority… and I’m sure more that I can’t even think of just now. But I’ve been playing some games, watching some …

Continue reading Fantasy with Consequences

Experience is the Point

On March 3, 2020March 3, 2020 By MichaelIn Game DesignLeave a comment

I saw a post the other day that mentioned a D&D game where the DM awarded experience points, not for doing stuff, but for playing in line with your alignment. It was touted as a good idea. A comment pointed out the issue that alignment is often subjective. The OP replied with, "Make it Objective." …

Continue reading Experience is the Point

Rattling Around Town

On February 21, 2020 By MichaelIn D&D, Game Design1 Comment

One of the most fascinating parts of gaming for me is the places that players call home. I'm always drawn to the cities, towns, and villages that populate our game worlds. Some of these cities are famous in their own right - just look at how Waterdeep has taken on central importance in the Forgotten …

Continue reading Rattling Around Town

Phase Two: The Rise of DM Determinism

On July 16, 2019 By MichaelIn Conventions, D&D, Game Design, Geek Thoughts, ShadowrunLeave a comment

In my last post (sorry for the delay), I wrote about how D&D – played as intended – is a very specific kind of game. I touched on the idea that D&D expects the DM to be the ultimate, but neutral, arbiter of the game. The DM breathes life into the spaces the PCs explore …

Continue reading Phase Two: The Rise of DM Determinism

Approaching the Gaming Table

On July 1, 2019 By MichaelIn D&D, Game Design, Geek ThoughtsLeave a comment

I’ve been away from the gaming table for three months now. Even though I’ve been following the development of Shadowrun Sixth Edition and working on a few design projects, this is the first time since I was eight years old that I’ve really been an outsider to tabletop gaming. Those three months – and my …

Continue reading Approaching the Gaming Table

Time Passing…

On March 14, 2019March 14, 2019 By MichaelIn Game Design1 Comment

I'm kinda fascinated with the subject of time in RPGs. It's a quirk of mine as a fan of the genre and a long-time GM. I'm fascinated by the way we use time in games - or ignore time in games. I've written about time in games before, but it's a topic I feel myself …

Continue reading Time Passing…

A Few Thoughts on Failure

On February 5, 2019February 5, 2019 By MichaelIn D&D, Game Design1 Comment

RPGs are abstract. Sure, some are more “simulationist” than others but there is always an abstract quality to a game that involves mechanics alongside, “tell a cooperative story.” Because RPGs are abstract, you end up with a lot of discussions (and arguments) over things like, “What do Hit Points actually represent?” One area that has …

Continue reading A Few Thoughts on Failure

Changes in Attitudes: Dice and Play

On January 10, 2019January 10, 2019 By MichaelIn D&D, Diceless, Game DesignLeave a comment

I want to expand on some thinking I did after my post about Charisma checks. One of the things that I touched on was the concept of how the dice were used; specifically my comments about old school D&D play and the rulings vs. rules concept. One thing that is important to remember in that …

Continue reading Changes in Attitudes: Dice and Play

Game Design is Frustration

On January 8, 2019January 8, 2019 By MichaelIn D&D, Game Design2 Comments

I know we all like to complain about the game design of our "favorites" but I'm not here to downplay anyone else's work... I'm here to sympathize. Working out the specifics of a game is maddening. Ever since I moved away from supporting the Adventurer Conqueror King System, I've had this hole in my life …

Continue reading Game Design is Frustration

Charisma = Backwards?

On January 3, 2019January 3, 2019 By MichaelIn D&D, Diceless, Game DesignLeave a comment

I recently came across the video - Charisma Checks in Dungeons and Dragons 5th Edition are TOTALLY BACKWARDS - from Taking20. I don't know much about the channel but they sometimes pop up in my Youtube recommendations and this one caught my eye. One of the really relevant sections starts at about 3:25 when he …

Continue reading Charisma = Backwards?

Archives

Powered by RANTS

  • Creations

Feeds

  • RSS - Posts
  • RSS - Comments

Enter your email address to follow this blog and receive notifications of new posts by email.

Join 209 other followers

Website Powered by WordPress.com.