Home Artists Posts Import Register

Content

Got three incredible guests lined up for a new Ask Questing Beast  episode this weekend. Drop your questions on RPG design, worldbuilding, combat, or anything else below.

Comments

Anonymous

When D&D was created it used a smattering of existing game structures(Chainmail, Wilderness Survival) to help emulate various genres of entertainment (Pulp stories, Fantasy novels, Hammer Horror). Can we attribute notions of "modern RPGs" to similar factors of its generation? Can we use this same thinking to design our own games?

Anonymous

I would love to hear discussion on running hexcrawls and wilderness adventures. Not so much stocking or designing but running exploration, travel and discovery.

Anonymous

With the amount of rules sets out there, those based on B/X, along with rules based on other versions of DnD and well as other games like Fighting Fantasy, do you think there is still room for various hacks and homebrew rulesets? Or is the market just too flooded?

Anonymous

It seems that fantasy, such as vanilla DnD, and science fiction, such as world without number and traveller, seem to be the two biggest genres in TTRPGs. There are a few horror (Call of Cthulhu) or sci-fi horror (mothership), but beyond that, nothing much else. Why do so think that is? The only "science fantasy" dungeon I've really managed to find is "Temple of thr Blood Moth".

Anonymous

What is the most important part of running a sandbox style game, or something that is in your opinion often overlooked in that style of play?

Anonymous

How do you go about dungeon design? From concept all the way to layout, placing traps, and determining encounters and treasure.

Anonymous

What do you wish you knew before you got into making RPG content, if not professionally, then at least for public consumption? What do you wish was more common in the industry and among creators?

Anonymous

Which do you find a better type of campaign ending: A planned end point or a fade out?

Anonymous

It seems to me that long campaign play and long campaign/adventure modules are a tendency only found in the more mainstream RPGs (DnD, Call of Cthulhu, etc.). Whereas in the indie RPG publishing scene the tendency is for people to play short campaigns and one-shots. I am probably wrong about this hypothesis. However, but do you think this is an effect of how both sides of the industry work? What's the longest campaign you played with an indie RPG?

Anonymous

Have you had any experience with Arnold Kemp’s GLoG (Goblin Laws of Gaming)? Just like Knave or Maze Rats, it feels very compatible with old-school gaming material and the d6-based magic system is so much more elegant than vancian magic. Character class templates are another GLoG feature that I love. Old-school characters are not very interesting mechanically, but the templates bring something akin to the class features of later editions of D&D down to a power-level that feels extremely compatible with B/X. GLoG is pretty niche, but I’d love to hear any thoughts (if anyone actually has any haha).

Anonymous

What do you think about diceless systems? Maybe use token or some currency system instead of random rolling.

Anonymous

What materials ( be it literature, film or music) do you like to you for inspiration on world building/ encounter?

Anonymous

In many RPGs, ome rules sub-systems feel like mini-games. When do you believe it’s worth treating them as such at the table?