Lore! What Is It Good For?
W. F. Smith W. F. Smith

Lore! What Is It Good For?

RPGs shouldn’t blather about their lore. Hide your lore in something gameable like you’re hiding your pet’s medicine in a piece of cheese.

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Hexcrawl Checklist: Part Two
W. F. Smith W. F. Smith

Hexcrawl Checklist: Part Two

The second part in a comprehensive guide for designing and running your own hexcrawl campaign, which focuses on random encounters, calendars, factions, history and rumors.

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What Even Is a “Procedure”?
W. F. Smith W. F. Smith

What Even Is a “Procedure”?

So a game has “procedures” but what does that mean? This post presents a basic definition for an aspect of TTRPGs that is garnering more and more critical attention.

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Universal, System-Neutral Stats
W. F. Smith W. F. Smith

Universal, System-Neutral Stats

It isn’t much fun to convert monsters from system to system. The answer is to not give non-diegetic stats for the monsters in your system-neutral adventures.

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Calendars, Not Just Maps
W. F. Smith W. F. Smith

Calendars, Not Just Maps

Maps are important for running location-based adventures, but having a useful calendar or timeline is equally essential.

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Your Taverns Need a Procedure
W. F. Smith W. F. Smith

Your Taverns Need a Procedure

I propose a procedure for running TTRPG taverns less like a beginner’s improv class and more like the Mos Eisley Cantina. I also briefly describe the trend of “proceduralism” in the OSR and Post-OSR.

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The Secret to Realism in Games
W. F. Smith W. F. Smith

The Secret to Realism in Games

People often ask for realism in their games but have difficulty articulating what it is they really want. If realism is understood as a world that reacts to player-character actions in a logical and consistent way, it enhances the verisimilitude of the fiction and the player agency in the game.

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The Basic Procedure of the OSR
W. F. Smith W. F. Smith

The Basic Procedure of the OSR

Most OSR and Post-OSR games run on a core, often unspoken procedure of questions and answers. This post interrogates ways this is similar (and dissimilar) from story games and synthesizes the approach.

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When to Hold ‘em, When to Roll ‘em
W. F. Smith W. F. Smith

When to Hold ‘em, When to Roll ‘em

Dice are for divination, a tool that gives final say to fate. When you roll the dice, respect the result. But when you know what the result should be, don’t roll the dice.

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A Better Approach to Deadly Games
W. F. Smith W. F. Smith

A Better Approach to Deadly Games

Don’t let character death slow down your games. If you want to run a deadly game, you do not need to make it easier to die. To run a deadly game, make it easier to live.

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Spell Lists Are Not Magical
W. F. Smith W. F. Smith

Spell Lists Are Not Magical

Why do magic-users pick spells like they are ordering from a menu? An evaluation for alternate systems of picking spells to evoke the awe and wonder befitting magic.

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