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Category Archives: World-Building
Dungeon Design 101, part 2
I’ve thrown around a lot of theory, but how does that come together in practical terms? Here’s the outline it implies when trying to create a dungeon. Decide the dungeon’s purpose in play. Decide the dungeon’s identity within the game … Continue reading
Posted in Essay, Nonfiction, World-Building
Tagged adventure setup, dungeon, dungeon design 101, gaming, maps, RPG
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Dungeon Design 101
I was reading the Alexandrian post about the 5th Edition D&D announcement and was struck by a couple of commenters saying they wanted to see a guide to dungeon creation; that no such thing yet exists. This is a real … Continue reading
Posted in Essay, Nonfiction, World-Building
Tagged adventure setup, dungeon, dungeon design 101, maps, RPG
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Four Realms: The Complete Experience
Preamble In some ways the heart of role-playing games is that they are success-and-improvement simulators. (There are other hearts, of course, so RPGs are similar in that way to how certain dinosaurs are said to have been, but let’s … Continue reading
Four Realms: Introduction to Skills
Apologia Alright, I thought that I’d do things in a logical order and move from theory to the math of attributes. What is their normal range? What are the maxima and minima to be used in play? Given that … Continue reading
Four Realms: Secondary Attributes
I can has PC! I, in fact, do has PC, and is currently using it to write. I therefore do hopes to be able to resume regular weekly-or-more postings on the Four Realms in addition to any other writing that … Continue reading
Posted in Nonfiction, Rules
Tagged attributes, Four Realms, rules, secondary attributes
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Four Realms: (To) The Best of Our Abilities
What abilities should define a character? On one end of the spectrum are extremely simplified systems like the Mind-Body-Soul (cf.) of Big Eyes, Small Mouth or Echo Bazaar’s “Watchful,” “Shadowy,” “Dangerous” and “Persuasive.” On the other, there are the thirteen attributes of … Continue reading
Posted in Nonfiction, Rules
Tagged abilities, attributes, Four Realms, gaming, RPG, rules, seven intelligences
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Four Realms: Mechanics Outline
Alright, we have a mission statement for Four Realms, but that and ten dollars will barely buy you a coffee. How about a skeleton for the system. One element that is both a strength and a critical weakness of D&D … Continue reading
Posted in Nonfiction, Rules
Tagged abilities, character classes, core mechanic, Four Realms, gaming, RPG, rules, skills
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The Last Labor of the Titans
The Last Labor of the Titans (A creation legend of the Slakiv Empire, from Hloen’s Tales of Our Mothers) Listen to what I say, you young and old, for I tell of how our world was made and what its … Continue reading
Posted in Setting, Short Fiction, World-Building
Tagged archons, creation, creation legend, dream, labor, legend, setting, Shankhar, Slakiv Empire, titans, twilight
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Setting: A Cultural Miscellany for Fair Vickelt
Languages The large part of the Archipelago’s business is conducted in a pidgin tongue called Pata Ila. Every island speaks a different dialect, but in general any one speaker can understand any other. Pata Ila shares a number of points … Continue reading
Posted in Setting, World-Building
Tagged adventure setup, Archipelago, Diarchal, Fair Vickelt, groups, languages, money, setting, Shankhar, time
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