TTRPG

45 – Using Tropes In Your Worldbuilding

Everyone’s afraid of being unoriginal. I mean, it’s understandable that we want to stand out. We don’t want our world-building to be hum drum filled with the same junk that we see day to day. But we needn’t fear the humble trope because it’s like salt. Too much and it’s poison but just the right…

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41 – Cultivating Player Engagement Through Worldbuilding

Isn’t it great when your players are obsessed? When they form massive cork boards with twine and string connecting images of different characters and phenomena in your world. How do you bottle this, though? How does a GM drive player engagement with worldbuilding? James and Seth break down how to drive player excitement and engagement….

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36 – Does your world have potential?

If you were to strip your story from your setting leaving just the world you made behind would people still want to be there? If you take Rocky out of Philadelphia you just have, well, Philadelphia, Will Smith out of Bel Air and… you get the idea. Some worlds are just saturated with potential even…

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Alignment In Worldbuilding

What if the chaotic actions of the hero cause harm despite their good intentions? Consequences are part of the worldbuilding and within the Dungeon Master (DM)’s control as a result the DM should have a sense of how to handle them. The Big 9 The following is a basic layout for what alignments are skip…

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Alignment In Worldbuilding

31 – Chekhov’s Obelisk

As worldbuilders we constantly desire more detail in our settings but is it possible that we’re writing checks that can’t be cashed? When an object is placed in the world it’s inevitable that at least some your audience will place significance on it but the very act of worldbuilding is making things that exist, at…

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29 – Worldbuilding in CyberPunk 2077, Post Play Discussion Part I

Well, we finally played it. We had high expectations for this game, did they pan out? Seth, Marcos and James dive deep into the worldbuilding of cyberpunk and discover the truest core of the wordbuilding ethos that surrounds the game and its genre. We discuss how we approached the game, some of their general impressions,…

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Punk Never Dies: An Introduction to the Meta Genre

We’ve all heard about the genres of cyberpunk and steampunk at some point before. Some of you may also be fans of solarpunk and teslapunk, but did you know there are also the likes of dieselpunk, biopunk, and stonepunk? What’s with all of these “punks?!” Well, in this series we are going to take a…

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Punk Never Dies: An Introduction to the Meta Genre

The Forgotten Builds: Salt Marsh

   One of Wizards of the Coast’s “legacy” supplements, the book Ghosts of Saltmarsh is a setting guide and compendium of several classic adventures, guiding players into a campaign of sea-faring, mystery, and sometimes even horror. But what’s to know about this sea-shanty town? What sort of theming should you be going for with this adventure?…

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The Forgotten Builds: Salt Marsh

25 – Magic: An Overview

Fantasy science or deus ex machina? What is magic? Is it a set of physical laws that govern elements of your setting? Is it the unknowable will of the gods? Can it be learned, mastered even? Is it opaque and mysterious? Magic is ever present in fantasy (some would argue it’s the essence of the…

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24 – State of War

War, war never changes, and it’s everywhere. At least in fiction. When we think about war in stories (except for the most gritty retrospectives) we think about glory, battle and the horrors of conflict but we rarely think about the folks at home and what troops would get up to during downtime. What does an…

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