Collaborative worldbuilding #3, theme tags

I mentioned ‘theme tags’ in Collab World Building pt2, but didn’t explain at all. They’re a simple concept tied to a character, place, or idea: e.g. noble or nobility, priesthood, gods, thieves, crime, trade, The Thousand Year Empress, ancient relics, treasure, corruption, etc. Each tag reminds me to connect or reference thematically linked elements. I find that tracking these tags works well in conjunction with the style of sandbox game prep that Kevin Crawford proselytizes in his RPGs.

Through the collaborative world building and character creation process of my Worlds Without Number game, I’ve collected a set of tags for each PC. I’ve also kept adding tags to the PCs any time they specify interest in a particular topic, or as their players articulate the PCs’ goals. This helps me in my setup for following sessions.

For example, one player has stated that their PC is interested in ‘humbling jerks.’ Now ‘jerks’ is a tag in my repertoire. But what does that mean? How do I use it? And how does it work with Kevin Crawford’s sandbox game tools?

Continue reading

Eat your candy! Finding the fun in your games

Eat your candy. ASAP.

I don’t mean your literal candy.

Heck, I don’t eat much candy. When I do eat candy, I eat it in small amounts. Even ice cream, which I love, I eat sparingly.

But when it comes to RPGs I think everyone should eat their (figurative) candy right away, even if that means sharing your character’s “secrets.”

Continue reading

Does your game need more carrots?

The carrot is more effective than the stick. That’s especially true when running a game. In fact, failing to give your players enough carrots might cause them to lose interest and stop playing. But what makes a good carrot?

Continue reading

Feline interlude, 5/29/25

Life has been very full of baby recently. I don’t have a full post for you.

I’ve been lucky enough to play a bit of Cities Without Number with a neighbor and some friends. My other games are basically on hiatus, but being able to start early, end early, and walk less than ten minutes to and from game is amazing. There’s also no way I could be doing this without sometimes bringing baby Gibby with me, or sometimes coordinating extra support for Ley. Asking Ley to take care of the baby without any support while I go play RPGs is no good. Having a two-month old is a lot of work.

Cities Without Number, like other Kevin Crawford titles, could really use some editing. It’s… acceptable. The text is definitely better organized and written than some other RPGs or boardgames I’ve seen. Some of Crawford’s verbosity adds evocative texture to both system and setting, and his approach certainly produces consistently fun results. But…

Continue reading

Love/Hate: Priming your game with NPCs & Groups

In our own world, there are people we love and people we hate. Our feelings about others might be distant or dispassionate, or they might be personal and urgent. Sharing a love for the people of a neighborhood, a country, a sports team, or a gang is a quick and easy way to bond with someone else—as is sharing a hatred.

As storytellers, we can use this.

Continue reading

How to make deep NPCs

Are you tempted to make every NPC in your game a deep and complex character?

Don’t.

I love creating and playing NPCs in my games, and it comes easily to me. Part of this is because I’ve done improv theater—lots of improv theater. But mostly it’s because I use a few basic guidelines when I’m coming up with NPCs.

Since I apparently haven’t written anything about making or running NPCs since that article about naming them from over a decade ago, I figure this post is overdue.

Continue reading

Authorial Power in RPGs, quick thoughts

There are many ways to play TTRPGs. As long as you’re all having fun you’re doing it right.

It’s easy, however, to stumble over one’s assumptions. Mismatched assumptions about creative control, who’s taking narrative initiative, and what to expect in play are a quick way to sour your fun.

This is a tangent from the “social skills of storytelling” series, working from two inspirations:

Continue reading

Building Consent (in RPGs)

Consent is vitally important to RPGs (especially horror RPGs), yet is often taken for granted. Often, consent’s building blocks—trust, plus shared social expectations, desires, and goals—are only analyzed after something has gone wrong and the illusion of agreement is broken. I don’t think anyone needs to constantly check for consent at every new moment in their games, but you can save yourself some anguish if you establish those building blocks before playing.

Why do I think consent is so important in RPGs?

Continue reading

The Social Skills of Storytelling

I write a lot on this blog about the social skills involved in being a storyteller, because I think many of our RPG books ignore the topic. What’s more, many RPG-related blogs and YouTube channels that I admire share advice about the mechanics and structure of RPG systems… but don’t cover the social dynamics. It seems like a collective blindspot. We assume that people will know what they’re doing, or that they’ll muddle along well enough.

Some of this has changed since I started running TTRPGs about 30 years ago. Many RPG books now include the basics of safety mechanics like lines and veils, the X-card, etc. But there isn’t much on how to find consensus or foster buy-in amongst your players. You have to learn the tricky art of building agreement and engagement in your own gaming group with few pointers and little advice.

On the one hand, I get it. I think the arguments run something like the following:

There’s so much variation in social expectations between gaming groups that no system could truly be one-size-fits-all. Those interpersonal connections are outside the scope of a roleplaying game. People should figure out what works for them, and do that.

But on the other hand, those arguments are an avoidant pile of crap.

Continue reading

Worldbuilding: Theft, Inspiration, & Homage

Culturally, we put a lot of emphasis and value on originality. An undue emphasis, as far as I can tell. I believe art (and yes, worldbuilding is art) is founded more on sharing and mixing and reinventing than it is on truly novel ideas. I think we should embrace that.

For context: this follows directly from last week’s post on worldbuilding. Last week I mentioned stealing inspiration and using pieces of other stories, but I focused on embracing inconsistency. I should have also referenced my old post about leaving blank spaces. This week we’ll focus on the stealing, sampling, and paying homage side of things.

Continue reading