I recently read about D&D clones in another question (I forget where I saw it) and noticed comments referring to gaming systems that were clones of D&D as "Old School" while others ...
In generic terms, what makes something, regardless of what game it's being used in, over powered? I hear the term a lot, and while I can recognize it when I see it in-play (often due to someone ...
What's the difference between a roleplaying game and a non-roleplaying tabletop game? An RPG using miniatures looks (at a glance) a lot like a non-RP miniatures game. Some RPGs use cards, but ...
According to the GNS Theory, there are three main different sorts of games: Gamist, Narrativist, and Simulationist. I won't bother giving their descriptions here because the link sums them up better ...
A number of questions exist on stack-exchange discussing feudal economies in RPGs, indicating a number of essays regarding feudal economics in RPG. What equivalent essay analyses exist of game ...
In the run up to DnD Next the designers seem to have categorised gamers and/or classes that focus on Combat, Roleplay and Exploration. See this quote from Mike Mearls: "Setting aside mechanics, I ...
I first encountered this term a couple of months ago. A site search here found it tied into the gaming social contract here. Now that I've found it over here, I'd really like to know. What exactly is ...
This question inspired by Self-defeating Strategy that posits: What happens when players outwit their enemies, leading to their easy defeat? In most other games, this is a perfectly valid, ...
Love it or hate it, the Big Model (and the GNS theory that is the root of the model) has become a part of the RPG landscape. As a frequent GM, I actually find the model useful for thinking through ...
This question pulls quite a lot from Brian Ballsun-Stanton's paper on constrained optimisation (i.e. making your character awesome), so that might be a good thing to read. I know that in D&D ...
Is it possible for a system to be universal without implying anything about setting? If it isn't, why? There are lots of universal systems, but they all seem to have mechanics that pin down ...
I'm a first time poster (but an old time lurker on stackoverflow). I'm implementing a RPG system (personal use only) that is currently in beta testing. The idea for skills and progression is that ...
It seems that there is some model-agnostic thinking around skill-check based systems, and I'm interested in finding out what designers use to model them. Ignoring the dice for a moment, and stating ...
I've played this game a lot on my PC after losing it for the GameCube, but I can't seem to find information about it. But, is the game a JRPG (Japanese RPG) or normal RPG?