Hi everybody!
I'm Troy. I started roleplaying with the Blue Box in 1979, took a long break from the hobby after college, and got back in with boardgames in 2006. Roleplaying followed around 2012, off and on, and has picked up a lot since COVID. I've been running a homebrew 5e for about three years now and have recently started playing in two campaigns, a 5e with some old college buddies and a Starfinder/Pathfinder with some others. I'm a systems nerd--first in graduate literature and teaching, then in user research--so Johnn's structural approach has a lot of appeal for me.
I'm looking for the equivalent of the laws of perspective for roleplaying design. What structures or frameworks can be used to make good roleplaying experiences? I'll throw this out there--modules are written like stories, sometimes plays, but instead should be written solely as stage directions. To make them comprehensible, add narrative about what playtest groups did in a particular situation.
My favorite die is a crystal-clear Zocchi d20, the latest in a series of them I've had since the early 1980s. This one is vicious indeed, a player-killer, inordinately fond of rolling 20s.
I'm Troy. I started roleplaying with the Blue Box in 1979, took a long break from the hobby after college, and got back in with boardgames in 2006. Roleplaying followed around 2012, off and on, and has picked up a lot since COVID. I've been running a homebrew 5e for about three years now and have recently started playing in two campaigns, a 5e with some old college buddies and a Starfinder/Pathfinder with some others. I'm a systems nerd--first in graduate literature and teaching, then in user research--so Johnn's structural approach has a lot of appeal for me.
I'm looking for the equivalent of the laws of perspective for roleplaying design. What structures or frameworks can be used to make good roleplaying experiences? I'll throw this out there--modules are written like stories, sometimes plays, but instead should be written solely as stage directions. To make them comprehensible, add narrative about what playtest groups did in a particular situation.
My favorite die is a crystal-clear Zocchi d20, the latest in a series of them I've had since the early 1980s. This one is vicious indeed, a player-killer, inordinately fond of rolling 20s.