Intro At last the follow up to This piece on some of the structures postal services can take in medival-esque settings. In the piece we covered everything from the Early Middle Ages through to the Industrial Era in terms of analysing real-world analogues.This piece is going to focus on why we may want to actually … Continue reading So You Want To Run A Postal Service Part 2 – Why
Tag: Worldbuilding
So You Want To Run A Postal Service Part 1 – How
Intro This one’s been a long time coming. Back in March I posted this piece about how medieval banking actually worked and how we can integrate banking into our games to make them more immersive. I mentioned off-handedly that I would write a piece on medieval postal services at some point. Here is that piece, … Continue reading So You Want To Run A Postal Service Part 1 – How
So You Want To Run A Bank
Intro Alright, it’s time for the last piece in this series. Or at least the last piece for the time being. As always I might revisit this if I find there’s more to say.So far we’ve broken down how currency was actually used in medieval societies and used that as a framework to more realistically … Continue reading So You Want To Run A Bank
Managing Multiple Currencies
Intro It’s time to tackle this tricky topic I first talked about over in This Piece. If you haven’t read that one then it’s not the end of the world, but it is highly related. If you’re reading this piece because you want a better understanding of medieval economics then you’ll find that piece helpful … Continue reading Managing Multiple Currencies
You’re (Probably) Using Currency Wrong
Intro So this has been loosely on my mind for a while. In the endless strive to have my games feel more immersive I’ve started running up against a few problems when it comes to money. You may well have come up against these problems yourself. The PHB’s price lists relative to villager wages are … Continue reading You’re (Probably) Using Currency Wrong
Memory and Longevity: Half-Elves
Intro We have been discussing the long-lived races of the D&D multiverse. They bring with them a fundamental challenge of reconciling the length of their lives with the need for a timescale approachable to our mere human selves, both narratively and historically.We have used the anchoring concept of memory, its limitations, and how those limitations … Continue reading Memory and Longevity: Half-Elves
Memory and Longevity: Halflings
Intro The long-lived races of the D&D multiverse create a number of worldbuilding challenges and over the course of this series I’ve sought to address some of those challenges using the unifying concept of memory. We’ve discussed Dwarves, who pursue a multitude of masteries, Elves, who carefully manage their memory, and Gnomes, who seek a … Continue reading Memory and Longevity: Halflings
Memory and Longevity: Gnomes
Intro Today we continue the discussion on how to reconcile long-lived races with the desire to have realistic worldbuilding and roleplaying in our D&D games. There are many challenges presented to us as DMs wishing to create robust settings when one must include in them races that live for hundreds of years at a time, … Continue reading Memory and Longevity: Gnomes
Memory and Longevity: Elves
Intro We’re examining the longer-lived races of D&D and discussing exactly how to make sense of their lifespans in the context of a world that we as humans seek to navigate. Having fully sapient beings with lifespans of hundreds of years is challenging to handle from a worldbuilding and roleplaying perspective.I maintain that there is … Continue reading Memory and Longevity: Elves
Memory and Longevity: Dwarves
Intro The long-lived races of D&D have always raised questions in many as to why an 800-year-old Elf is somehow no more an expert than a 200-year-old Dwarf or 40-year-old Human. Why don’t Elves remember everything that’s ever happened? If they do, how do you account for that on a character sheet?There’s a simple unifying … Continue reading Memory and Longevity: Dwarves
An Ecology of Ambush Predators: Populating the Underdark to Set Up for Encounters
Intro This is an old post of mine from r/dndbehindthescreen. A few years ago they did an ‘Underdark Month’, and this was the contribution I made to it. This post was originally going to be followed up with another that went into further detail on how to design encounters using the possibilities this post created. … Continue reading An Ecology of Ambush Predators: Populating the Underdark to Set Up for Encounters
How to Keep Medicine Relevant in a World Where Magic Exists
IntroSo unless you’ve been living under a rock you’ve no doubt heard of the Combat Wheelchair homebrew that’s been knocking about. Look, I’m not here to get into a discussion about that, but there was one thing I noticed some detractors saying. Go into any thread about said Wheelchair and you’ll see someone say something … Continue reading How to Keep Medicine Relevant in a World Where Magic Exists
The Arcane Wonders of the World
This is a follow on from my Mortal-Made Wonders of the World post from a while back. If you haven't read it yet then check it out! The Loqiron Ice Springs Though this scholar argues they are more an arcane phenomenon than a wonder, the Ice Springs that appear around the Loqiron Plateau are undeniably … Continue reading The Arcane Wonders of the World
The Realism Fallacy
Intro So here’s something I’m sick of hearing. “How do you justify the existence of [puzzle element] in your world?”. I get why it’s being asked, and I do think immersion is important, but I think there is often this perception that realism is synonymous with immersion. I frankly do not believe this is true, … Continue reading The Realism Fallacy
Building Better Campaigns Using Puzzle Game Design: Lesson 4
Intro Welcome back! I feel at this point there’s little value in preamble so I’ll just get on with the piece. To re-cap where we currently are, the last 3 parts have discussed world structures for our campaigns that are informed by puzzle game design.So if there’s one thing I wish I could go back … Continue reading Building Better Campaigns Using Puzzle Game Design: Lesson 4
Building Better Campaigns Using Puzzle Game Design: Lesson 3
Intro After the wait for part 2 dragged into the span of months I figured I’d best have part 3 out a little sooner, so here it is!This piece continues where Part 2 left off. We spent the entirety of that part talking about Megadungeons and a way of structuring them to fit with our … Continue reading Building Better Campaigns Using Puzzle Game Design: Lesson 3
Building Better Campaigns Using Puzzle Game Design: Lesson 2
Intro If you’ve been patiently waiting for this then I can only extend my gratitude. This one’s been a long time in the making. I’ve mentioned it here and there, but this whole series was effectively complete, then after posting the first part I decided I wasn’t happy with the rest and pulled the whole … Continue reading Building Better Campaigns Using Puzzle Game Design: Lesson 2
Maintaining Technological Realism: The Industrial Pocket
Intro Hello again everyone. Today I’ve got a write-up that deals with maintaining a sense of realism when we include more technologically advanced and pseudo-industrial societies in our DnD settings. This is born from a desire by many DMs to have a mixture of early to mid industrial style technologies (like electric circuits, or pneumatic … Continue reading Maintaining Technological Realism: The Industrial Pocket
Building Better Campaigns Using Puzzle Game Design: Lesson 1
Intro Hello again fine folks! I hinted at this already, but I’m following up my series on taking lessons from puzzle games for dungeon design with a series on doing the same thing with campaign and setting design. First, Some Definitions I’m using ‘campaign’ here pretty loosely, as really these lessons can be applied pretty … Continue reading Building Better Campaigns Using Puzzle Game Design: Lesson 1
It’s Time to Ditch Great Wheel Cosmology
There’s one thing everyone agrees on: this realm is called Midgard. Dwarves and Elves will tell you the Gods all live on Asgard, and that it’s connected to Midgard in some way, but the ‘how’ is a little fuzzy. They also talk about the elemental planes, and the sphere they make around the material world … Continue reading It’s Time to Ditch Great Wheel Cosmology