On Archetypes, Heroes, and RPG Characters

This was originally going to be a velotha’s flock post, but I decided that some of this should be a stand-alone thing. One of the issues with game design, I feel, is that most of it doesn’t really go down the road of storytelling. Even more narrative-focused games often do so with a focus on “story over rules” rather than following any sort of storytelling praxis.

I think that there are a few reasons for this, and I’ve got a brief breakdown of what I think GMs and designers can do to prevent mediocre storytelling in their games.

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The Cycle

I’ve been really awful at updating this blog, and I think it’s because I insist on doing articles. I’m still probably going to finish up Breathing Life at some point, because I have a fair amount of stuff written for it already (and I’ve had a lot more drafted and planned, awaiting me having more free time).

Some of it’s because I keep starting new projects.

The most recent is velotha’s flock, a free-verse game about were-ravens caught in a struggle between God and the devil. Bit of a niche audience, but it draws me to an important point: the cycle of literary characters.

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