Posts Tagged ‘Plausibility’

Economics In RPGs 8: The Digital Age Ch 4

This entry is part 14 of 16 in the series Economics In RPGs

As usual, I’m going to get right down to business. While I’ll try to have this post function as a standalone, You’ll get a lot more out of it if you have already read Chapter 8.1, Chapter 8.2, and Chapter 8.3 before continuing. The Digital Age, Fifth Period 2010s-2020: The decade of fallout The most […]

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How Long Is A Generation?

Last week, I promised readers something completely different from the Economics in RPGs series, and even though this is a different article to the one I had in mind at the time, I still think it delivers – in classic Campaign Mastery style :) While working on the Adventurer’s Club campaign this week (as I […]

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Economics In RPGs 8: The Digital Age Ch 3

This entry is part 13 of 16 in the series Economics In RPGs

Lots still to get through, so as usual I’m going to dive right in. While I’ll try to have this make sense in a standalone mode, it would be preferable for you to have read Chapter 8.1 and last week’s Chapter 8.2 before continuing. The Digital Age, Fourth Period 00s-2010s Most of the decade that […]

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Economics In RPGs 8: The Digital Age Ch 2

This entry is part 12 of 16 in the series Economics In RPGs

As usual in this series, I’ve decided to just push on from where we left off, without the preambles and without a synopsis. You should read Chapter 8.1 before starting this continuation of the article to get the most out of it. But you can dive right in if you want to – at your […]

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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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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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Economics In RPGs 3: Pre-Industrial Eras

This entry is part 3 of 16 in the series Economics In RPGs

Welcome & General Introduction Readers may have noticed that the previous part of the series promised the Renaissance and then barely mentioned the subject. That happened because, at least at first, there wasn’t a lot of economic difference, and what trends later started to manifest themselves were essentially the same trends that drove industrialization in […]

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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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Economics In RPGs 1: The Early Medieval

This entry is part 1 of 16 in the series Economics In RPGs

I’ve been working on this article for several weeks now, on and off, and have come to the conclusion that it will be beneficial to the subject matter to break it into a series of related posts, dividing one concept from another. It started out as an intention to simply explain “inflation” to RPG GMs […]

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