Everyone has their own Session 0 and character creation practices, but there are at least three steps that should be addressed when initiating a sandbox TTRPG campaign: group motivation, character creation, and initial direction.
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Running a sandbox TTRPG campaign: Planning the campaign
If you’re unsure about how to start a sandbox campaign with your TTRPG group, here are some tips for you. This post is about planning the campaign’s starting points, and it’s actually simpler than you might think.
Continue readingA cult to use in your horror TTRPG: Heinoslaisuus
Cults and horror TTRPGs go together like altars and ritual daggers. Finland has its own share of weird religious movements and pious nutheads, one of them being Heinoslaisuus. If you are looking for a nice cult with Nordic and Cold War flavor for your TTRPG, check this out.
Continue readingFive adventure ideas for “The One Ring” TTRPG
Are you struggling to come up with ideas for The One Ring tabletop RPG? Don’t worry, we’ve all been there! Here are five short ideas to use in your game or as a starting point for a scenario or campaign.
Feel free to use them however you wish and place them wherever you see fit.
Continue readingThe One Ring RPG: Starting the campaign
Some days ago we had the “Session 0” of our upcoming The One Ring RPG campaign. Our game group consists of me (aka Loremaster) and three of my long time friends.
Continue readingGame design diaries: Back to the drawing board
It’s been awhile! But I have a good reason for my silence: I just finished and submitted my thesis this week. I worked hard with it from January to May, and there wasn’t that much space for anything else in my brain.
Continue readingGame design diaries: The One Question
Advanced Game Design by Michael Sellers is a superb game design tome, and I can highly recommend it to anyone who is interested in game design. The book is bit heavy at times, but there is lot of useful stuff for all game designers, no matter the platform.
Continue readingMastering the game: The Peak-End Rule
We all want to run memorable games. We also want our players to really want to join our games, instead of just participating because their sense of duty.
Continue readingMastering the game: Experience goals
If you’ve ever read a book about game design, you have probably heard about “experience goals”.
In short, experience goals are the whole foundation and core of game design process. If game designer wants players to experience “fear”, then all the design decisions should be evaluated based on whether they evoke fear or not.
Continue readingGame design diaries: The Two Why’s
Lately I’ve been reading a lot of RPG books, ranging from small indie releases to AAA products.
I started this “literature safari” to gain deeper understanding about RPG design. My goal is to read and analyze several different games, and to understand what makes games work. I can also highly recommend this method to anyone!
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