Archive for the ‘PCs’ Category

Economics In RPGs 8: The Digital Age Ch 1

This entry is part 11 of 16 in the series Economics In RPGs

A word of advice: Each part of the series builds heavily on the content from the previous one. While you may be able to get relevant information without doing so, to get the most of out of each, you should have read the preceding article. In this case, though, that “previous part” is actually the […]

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Inherent, Relative, and Personal Modifiers

For the first time since I started it, when I went to draft the penultimate(?) parts of the Economics in RPGs series today, I found myself unsure of how best to structure the post. While I have total confidence that, given enough time, I would have found a satisfactory sequence to bring out the key […]

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Holistic NPCs: Creating Special Characters

Because the last part of the Economics in RPGs Series ran to three parts, I’ve decided to throw in an extra non-series article before continuing with it next week. Fortunately, I had an idea on tap. The Holistic NPC “Holistic” essentially means ‘complete’. The term derives from Holism, which is a philosophic notion that focusing […]

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Economics In RPGs 6c: Pre-Digital Tech Age Ch 3

This entry is part 9 of 16 in the series Economics In RPGs

I’ve clearly decided to push on and get this trilogy of posts out of the way before interrupting the series for another break. As usual, because this is a direct continuation of what’s already been posted, I’m going to skip the usual preamble, so make sure that you have read Chapter 1 and Chapter 2 […]

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Skating On Thin Ice: ‘Show, Don’t Tell’

“Show, don’t tell” is a common maxim when it comes to literary entertainments, and something that has been gleefully expropriated as good advice for other media. That includes TV, Movies, and, of course, Roleplaying Games. I was thinking about that during the last week, and noting how much easier it was for the other two […]

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Guesstimates in RPGs: Measuring Handwavia

The subject today is Approximations and Guesstimations in RPGs. I’ve got a number of article ideas in various stages of development, intended to break up the series on Economics in RPGs. When the time comes to select between them, one of the key parameters that has to be assessed is how long the article will […]

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Economics In RPGs 4: The Age Of Steam

This entry is part 4 of 16 in the series Economics In RPGs

Welcome & General Introduction With each passing entry in this series, we get to ground that is more familiar to all of us – either part of, or directly related to, our everyday lives, or part of the collective zeitgeist concerning the forces that influence those lives. This makes analysis easier (I know more of […]

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Fade Into The Background

A Status Update It can be readily observed that this is not part 3 of the ongoing series on Economics in RPGs that I’ve been publishing for the last couple of weeks. Right up until the last moment, I was uncertain as to whether or not to continue with that series this week, but two […]

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Economics In RPGs 2: The Later Medieval

This entry is part 2 of 16 in the series Economics In RPGs

Welcome & General Introduction Following a successful Dr Who adventure in which the player started to see how a number of plot threads intersected, my head is currently full of the strange environment in which the next adventure is to occur. I mean, this is the homeworld of his current companion – a psionic sentient […]

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3 Things Every Player and GM Should Know

There are three facts about a character that can be considered definitive of what sort of person they are, diagnostic of what sort of mistakes they will make, and instrumental in defining what sorts of adventures will consume their attention. These are not the whole sum of the substance of the character or his personality, […]

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Taking The Initiative and changing it

I was thinking about the perception of time and how that doesn’t match up with the mechanism of time-keeping in the standard initiative systems in games. I mean, it’s certainly possible to design additional mechanics to take these variations into account, and reinvigorate a system that has become predictable. More interesting AND more realistic at […]

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Bad Things, Good People – Theological Worldbuilding

In any game with Deities or Religions (and that’s almost all RPGs), the questions that dog real religions need to have answers that are plausible, whether we as real people believe them or not. The more interventionist the Deities are, the more this needs to be true, because there is greater capacity for the priests […]

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