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You are here: Home / Archives for Newest Critical Hits / Featured

Into the Unknown

January 13, 2011 by Chris Sims

Mysteries must have answers in all roleplaying games. At least, the secrets the players wish for their characters to uncover should have some means of being laid bare. That means the DM, at least, has to know, or have an idea, where a path of exploration leads. In the case of published work, the designers should know such answers and, more important, reveal them.

Filed Under: Analysis Paralysis, Editorial, Featured, Roleplaying Games Tagged With: D&D, DM advice, game design

Carrot Design, Part 2: D&D 4e’s Classic Rewards

January 11, 2011 by The Chatty DM

In which Chatty dives in D&D 4e’s engine and explores the various types of rewards available for its players. He then examines areas where new, interesting types of rewards could be created to enhance the gaming experience of a wider spectrum of players.

Filed Under: Featured, Freelance Writing, Musings of the Chatty DM, Roleplaying Games Tagged With: Action Points, Artifacts, d&d 4e, Experience Points, game design, Levels, magic items, needs, Player Motivations, powers, Quests, Rewards, Treasure, XPs

Thirty Days in Cataclysm

January 10, 2011 by Mike Shea

I hadn’t played WoW for about six months before Cataclysm came out but now that it has, about a month ago, I’ve put in a good deal of time into the new expansion and I liked what I got. Today I’m going to talk about I’ve seen over the past month, what I liked, what I didn’t, and where I plan to go. You might call this a review, but reviewing a game expansion with such a large amount of content isn’t really possible. So really it’s just my experiences so far.

Filed Under: Featured, Reviews, Video Games Tagged With: cataclysm, world of warcraft

My Love Letter to “Mage: The Ascension”

January 4, 2011 by Dave

Dave looks back at the 2nd edition of “Mage: The Ascension,” how he got into the game, why it never stuck as a campaign, and how it rewired his teenage brain.

Filed Under: Critical Threats, Editorial, Featured, Roleplaying Games Tagged With: mage: the ascension, old world of darkness, white wolf, world of darkness

The Architect DM: Open Spaces, Plazas, and Holidays

December 29, 2010 by Bartoneus

It’s the end of the year and what most of us would call the “Holiday Season”, and I have instead decided to bring up a relevant topic that is quite fitting for this time of year. I’m sure there are several published pieces and posts online about incorporating holidays into your RPG game, but I’d like to discuss them with a specific focus on the location designs you use in your game. I’d also like to focus on one specific holiday trope that you’ve probably considered for your own game – if there’s a holiday/special event, the party is most likely there to experience it.

Filed Under: Featured, Roleplaying Games, The Architect DM Tagged With: advice, architect dm, design, holiday, holidays, open spaces, plaza, Roleplaying Games, roleplaying games

Depression & Dungeons & Dragons

December 27, 2010 by dixontrimline

When it comes to depression, real, actual, honest, sky-is-falling-and-life-is-ending depression, it’s a matter of bits of your brain actually missing. It’s a physical, medical, miserable condition, where life around you stays exactly the same way, but you have lost your ability to perceive it correctly.

Filed Under: Editorial, Featured, Roleplaying Games

The Architect DM: Fantasy Technology & Development

December 22, 2010 by Bartoneus

In my last post I talked about how the abandonment of locations and their resettlement can be used to influence the way we design our RPG worlds. The discussion led into the idea of technologies that could be developed and subsequently lost along with a civilization, only to be rediscovered at a later date by different cultures. I know for a fact that many people have a mental disconnect when it comes to thinking of “technology” and their typical Dungeons & Dragons game world. I often think of technology in an RPG along the same lines as psionics, there seem to be a lot of people who love to use them and a lot of people who avoid using them altogether.

Filed Under: Featured, Roleplaying Games, The Architect DM Tagged With: advice, architect dm, D&D, development, Dungeons and Dragons, firearms, roleplaying games, Roleplaying Games, technology, world building

Beyond Labels: How Each RPG Serves and Rewards Specific Needs

December 17, 2010 by The Chatty DM

In which Chatty muses about the relative uselessness of the overused art of labelling RPGs. He then explores the importance of matching one’s needs and motivations as a RPG gamer to the proper game that was designed to cater to them.

Filed Under: Editorial, Featured, Musings of the Chatty DM, Player Psychology, Roleplaying Games Tagged With: d&d 4e, Editorial, Gamist, GNS, indie games, indie rpgs, Labels, Narrativist, needs, preferences, Simulationist

Movies I Want to See in 2011

December 16, 2010 by Bartoneus

Something you may not know about me if you come to Critical Hits mainly for the RPG content is that I’m a huge movie nerd. In April of this year I posted a look ahead at the big summer movies of 2010 that I was hoping to see, just as I have done for the last four years running. This year is a bit different from the last few because I am already excited to see a ton of movies in 2011 and we’re not even through December yet! Here’s a look at the movies of early 2011 that I’m most excited to see, and a quick description of why I’m excited about it:

Filed Under: Editorial, Featured, Movies Tagged With: 2011, battle: los angeles, movie, Movies, Newest Critical Hits, pirates of the caribbean 4, preview, previews, spring, sucker punch, super 8, winter

The Architect DM: Abandonment & Re-population

December 15, 2010 by Bartoneus

As a DM that runs a tabletop RPG, it is your right and privilege to strike towns, lands, and whole continents with whatever form of catastrophe or disaster that strikes your fancy. Whether it is a terrible plague, massive tidal wave, or vicious invading army that sweeps through the area and all but wipes out the native inhabitants it is up to you to determine what happens with that location once the initial catastrophe has passed. These events could have happened hundreds of years before the characters were born or they could be the climatic event that finishes off a chapter of your game and opens up a new one. No matter when it happens, it is up to you as the DM to figure out how these events will effect your game world and how the players will experience the event and the aftermath.

Filed Under: Featured, Roleplaying Games, The Architect DM Tagged With: architect dm, D&D, design, Location, past, repopulation, roleplaying game, Roleplaying Games, ruins, settlement, world building

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About the Author

  • Chris Sims

    Chris Sims has played roleplaying games for 35 years, and he has helped produce games for more than a decade. Before he set up his freelance shop in the wilds of Austria, he was an editor, developer, and designer at Wizards of the Coast. There, he worked on Duel Masters, Dungeons & Dragons, and Magic: The Gathering. Ask him something via email that might receive a response in a post, and follow his tweets.

    Email: chris@critical-hits.com

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