Writing for Games versus Writing for a Game

One of the things that’s been entering my mind recently as I work on Hammercalled and playtesting is how differently I approach the topics of writing for a game versus writing for a published product. With a handful of exceptions, I’ve never published a setting that I’ve been playing in at the time of publication. That’s not because I’m against sharing my work (like this, the campaign I’m going to start running Hammercalled in in a couple days), it’s just that I don’t think it works as well.

And I have a few reasons why I choose to work on settings devoid of running a game in them, since I know this goes against the prevailing industry wisdom.

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Worldbuilding for Roleplaying: Hows and Whys

I’ve written on worldbuilding before, and I want to go over some very broad general ideas before I get back into it (which I’m hoping to do soon).

One thing that I want to talk about is how particularly to write for worldbuilding where you can have an effective roleplaying game based off of it. Many settings are really good at this, and some really aren’t, depending on how they’re implemented and written.

Disclaimer: Some of the links in this article are affiliate links.

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