Browsing Archive: June, 2019

No Secrets

Posted by Ron Lundeen on Friday, June 28, 2019, In : RPGWriterTips 
Secrets are a great part of an RPG narrative: the ally who is secretly a traitor, the supposed villain who is really someone in need of help, or the simple general store that's a front for an evil cult. Even secret doors have a long tradition in RPGs. But when you're writing RPG adventures or rules, you should absolutely not be keeping secrets from the GM. You're not being clever writing about the Cult Master through the first third of your adventure and then...surprise! The Cult Master is re...
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When Games Reflect Real-Life Trauma

Posted by Ron Lundeen on Friday, June 21, 2019, In : RPGWriterTips 
It's exciting to put very tense or dangerous situations in roleplaying games. Part of the fun--for some, the largest part of the fun--is participating in thrilling danger without actually being in any danger. RPG authors create the atmosphere for that. Yet RPG authors need to keep in mind that some concepts of danger or trauma can be triggering for players who've had similar traumatic real-life experiences. 

This came into the news recently when a gamemaster at UK Games Expo ran a game purport...
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Second Edition Publishing License: What's Different?

Posted by Ron Lundeen on Wednesday, June 19, 2019, In : RPGWriterTips 
So, Paizo just released their updated Compatibility License for Pathfinder Second Edition! What does it look like? Well, a lot like the Compatibility License for first edition. But it's not the same, and you can't use the first edition license for second edition products. You need to agree to the new license if you want to produce Pathfinder Second Edition products. But it's so much legalese! Is there anyone who can put these side-by-side and let an overworked third party publisher know what'...
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Avoid Punting from the Outline

Posted by Ron Lundeen on Friday, June 14, 2019, In : RPGWriterTips 
My freelance workload is currently such that I prepared several adventure outlines at roughly the same time, then simultaneously built them into full adventures. This gave me a good look at my process, and specifically where a shortcut in my outline made much more work for myself in the adventure writing phase. So I though I'd share my list of "never do again" phrases from an outline (because I'm learning they make MUCH more work for me down the line). It's fine to punt on things like a speci...
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File an Evacuation Plan

Posted by Ron Lundeen on Tuesday, June 11, 2019, In : RPGWriterTips 
I've talked before about thinking critically about how your monsters actually live in a dungeon setting--how they interact with their neighbors, the tasks they do on a day-to-day basis, and so on. Sure, undead and constructs can simply stand immobile for decades on end, but living creatures should have a bit more verisimilitude in how they utilize their home. One good way to think about this is to do the same thing you should be doing for yourselves--have an evacuation plan!

This process works...
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Understanding Your Contract

Posted by Ron Lundeen on Thursday, June 6, 2019, In : The Law 

Hooray! You have a contract for your work! You look it over and are met with a wall of legal gibberish. But these things are probably standard, so you make sure the rate is correct and sign it and send it back in. You’re not a lawyer, after all, you’re a freelance writer. But in the back of your mind, you wonder (and maybe worry) about what you don’t understand in that contract. I’m here to help, with a breakdown of standard contract provisions! Complete with “Buts,” “Ands,” a...


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My Own Jargon

Posted by Ron Lundeen on Monday, June 3, 2019, In : RPGWriterTips 
Last week, I posted about how using natural language instead of jargon in your game is useful, but I acknowledged that sometimes jargon can be necessary or helpful (such as when presenting game statistics). That got me thinking about some of the jargon I use in this blog, and how I'm long overdue to explain what I mean by some of these jargony terms. If these are all well-known to you, that's great (and you probably review lots of games and game blogs). I try to explain terms I focus on, like...
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About Me


I'm Ron Lundeen, game designer for Wizards of the Coast. Before that, I worked as a development manager for Paizo, Inc. and as an RPG freelancer. I've recently had products in print for Paizo, Wizards of the Coast, Petersen Games, and Ulisses Spiele. My opinions here are my own and do not reflect those of Wizards of the Coast.

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