Posts Tagged ‘Metagaming’

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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Economics In RPGs 7: Economic Realities

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

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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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Economics In RPGs 6b: Pre-Digital Tech Age Ch 2

This entry is part 8 of 16 in the series Economics In RPGs

This is literally the second part of the article I posted last week, so I’ll forego all the usual preamble bits and pieces, just as I did the last time this happened, diving straight in from where I left off – well, almost. Writing like this sometimes has strange confluences and coincidences, and in this […]

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Economics In RPGs 6a: Pre-Digital Tech Age Ch 1

This entry is part 7 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. Welcome & General Introduction With each part of the series, […]

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Economics In RPGs 5a: Electric Age Ch. 1

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

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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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Subversive Alliance: Kickstarter of Merit

Whenever they present themselves, I like to call attention to Kickstarter campaigns and products of special RPG merit or promise. It’s been a while since I’ve done one, not since an announcement was tacked onto Image Compositing for RPGs: Project No 2, in fact. Frankly, I don’t get to do it often enough, but I […]

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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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The Braiding Of Plot Threads

Today’s article can be viewed as a sequel to Spotlights In Focus: Plot Structure Impacts, which I wrote last November. That article examined the impact that a plot structure could have on the content of an adventure, and vice-versa, inspired by the work then being done on an plotline for the Adventurer’s Club campaign that […]

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