Tag: RPG Design

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On the beauty and realisation of short campaigns

If a game is a big hit, run a second season like a TV show. Axe it when it runs out of steam (like a TV show) – and bring it back for a reunion in 10 years with the original cast.

The only problem I have with short campaigns is keeping them short. I like to meander, I like to find out what happens to the characters. I dislike prep (too much like the planning I have to do for work) and I don’t plan ahead.

Here’s what I have learnt:

Genre Police: Approaching Death
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Genre Police: Approaching Death

Death Saves in D&D kinda suck. When we talk about mechanics in games that sort of rile me a bit, the 5th edition version of ‘dying’ is maybe the most frustrating. I feel like a player is sort of waiting in limbo to either be zapped back to life on the most minimal hit points a caster can afford to give up, or they have several rounds until they die in a very unheroic fashion – face down on the floor, having finally bled out.

Genre Police: Generic Police
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Genre Police: Generic Police

So you read my last article about system hacking, and it seems like a lot of work. You want to have that work done for you. You’d like to run a game about Teenage Mutant Ninja Turtles, the existing game isn’t working for you, but you don’t want to work on hacking Mutant Year Zero or Feng Shui 2 to make it work, so you don’t know where to go.