Archive for the ‘Steampunk’ Category

The Bounds Of Invention Let Loose

It’s my contention that with every encounter, the canny GM will expand on the lore surrounding the creatures encountered. I’ve been plugging away steadily at the next part of the Trade In Fantasy series, in which a lot of the elements discussed start to come together into a coherent picture of the processes, but it’s […]

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Trade In Fantasy Ch. 3: Routine Personnel Pt 1

This entry is part 5 in the series Trade In Fantasy

The first of at least three posts looking at everyday personnel in Trade. This covers everything from wagon drivers to guards to dock-hands and farmhands. Anybody who can be considered a faceless cog in the trade machine, in fact! Credit where it’s due: The series title graphic combines three images: The Clipper Ship Image is […]

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Trade In Fantasy Ch. 2: Trade Units Pt 2

This entry is part 4 in the series Trade In Fantasy

Repeated from last time: The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. […]

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Trade In Fantasy Ch. 2: Trade Units Pt 1

This entry is part 3 in the series Trade In Fantasy

The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. Understanding the process of […]

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Trade In Fantasy Ch. 1: Ownership

This entry is part 2 in the series Trade In Fantasy

Certain fundamental questions need to be answered about any business operation that the PCs get involved with, either as employees or owners before we can get into game mechanics for the actual operation of an in-game business. Credit where it’s due: The series title graphic combines three images: The Clipper Ship Image is by Brigitte […]

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Messin’ with the Anti-G

Today’s article is sci-fi in orientation but fantasy GMs should stick around, there’s stuff for you too before I’m done. In a similar way, this is all about “world” design, but the techniques can be applied elsewhere, for example, adventure creation. So Buckle Up, we’re about to take a wild ride together. Theory / Concept […]

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AI Miseducation and Rehabilitation

Although I have outlined this post in the usual manner, something about the structure doesn’t feel quite right, as though at some point, my narrative is going to zig when my plan calls for it to zag. If there appears to be the occasional discontinuity in the discussion, that’s what’s caused it. No AI.-generated content […]

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Three Strange Places Pt 1: Cemetery Gates

This was originally going to be one monster post containing three locations that I have devised recently for different campaigns. I quickly realized that this was too ambitious, so this will be a trilogy of articles, one every 2 weeks. This is an idea that hints at deeper connections in the game world, metaphysical relationships […]

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Economics In RPGs 7: Economic Realities

This entry is part 10 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. Welcome & General Introduction So, here we are – the […]

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Economics In RPGs 5b: Electric Age Ch. 2

This entry is part 6 in the series Economics In RPGs

Because this is literally the second half of the article I posted last week, I’ll forego all the usual introductory bits and pieces and dive straight in from where I left off. Industrial Economics III: War & Depression Many of the economic influences that defined the era came together in the First World War, and […]

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Economics In RPGs 5a: Electric Age Ch. 1

This entry is part 5 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. Welcome & General Introduction I’ve said it before: With each […]

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Economics In RPGs 4: The Age Of Steam

This entry is part 4 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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