The KOBOLD Guide to Worldbuilding is a guidebook with plenty of advice from established game designers and authors, to help budding designers create new worlds. How useful is it as a resource book, and is it inspiring enough to work as an educational resource? Let’s find out!
Discourse & Discussions
Tag: RPG Tips
When playing tabletop RPGs, I use and re-use these handouts which I call “visual cards” to better illustrate the imagery of the scene. However, I’ve also found visual cards to be very helpful and, more importantly, cost-effective when teaching various concepts. Read on to find out more about them.
About a year ago (has it really been that long?!), I brought up the empowerment effects that RPGs can have on learners and their self-esteems. One caveat: empowerment isn’t necessarily assured if there’s no personal investment in the game. Let’s look at what might go wrong, and how we can fix that.
Howdy! Continuing from last fortnight’s post, today I will be sharing my approach to introducing RPGs to younger audiences.
In the aforementioned previous post, I used the acronym CHEESE — that stands for ‘CHoose the right game’, ‘Explain RPGs’, ‘Establish expectations’, ‘Set boundaries’ and ‘Explain rules’ — as a means to induct new players into the hobby. This approach is good for general audiences, but you might need to do a bit of tweaking to your approach if you’re running for younger ones, especially non-tabletop gamers.
Despite their popularity in the 80s, RPGs continue to be a hobby that isn’t quite as popular as video gaming or even board gaming. Today’s post is going to be the first of two parts, where I discuss tips on making new players feel welcome. This advice is of course going to be primarily aimed at Game Masters, but it can be helpful too if you’re a player welcoming another. It’s also the first post that’s tagged with both ‘Swords’ and ‘Stationery’ — while Part 1 is aimed at advice for general audiences, Part 2 will focus on youths and students.
One of the best things I got out of playing 13th Age was the use of Montages. This is an invaluable narrative tool that drives the story forward while putting every player in the spotlight. Today, I’m going to discuss some variations of Montages that I’ve been using in my games (not just limited to