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Initiative: the Silent Killer

“The main thing to remember is to do everything in an orderly, step-by-step fashion. Deal with your players’ actions and reactions one by one instead of all at once, or you will never be able to keep track of what round it is, and who’s doing what when.” – Dungeon Master’s Guide, 1979 In what’s […]

Ben Robbins | August 9th, 2007 | , | 34 comments

The Problem With Microscope Scenes

Microscope is great, but as a designer I’m always looking for ways to make my games better. And Microscope has some spots that could use an upgrade. What’s the problem? Scenes. I think scenes are important to Microscope, because scenes are when we zoom all the way in and see how the big history impacts […]

Ben Robbins | April 1st, 2024 | , , | 12 comments

My Mom’s a Mech Merc on Mars

I’ve been GMing a very hacked version of Lancer. Our setting has kind of a Cowboy Bebop meets Hammers Slammers meets professional sports vibe: pilots are professionals but it’s just a job. It’s not personal. And because they’re in mighty mighty mecha, even if they get wrecked in combat they are likely to walk away […]

Ben Robbins | August 16th, 2023 | ,

Great Players

I know a lot of great players. If there were an Earth-threatening crisis that could be solved by the power of play and I had a red phone, I could pick up that red phone and I would know who to call to save the world. What do I mean by great player? Knowing the […]

Ben Robbins | August 30th, 2019 | , | 2 comments

A Decade of Ludi

It is essential that players like their characters. The character is the lens through which the player experiences everything in the game. It is also essential but no so obvious that they have to like the other players’ characters as well. An ideal party is not so much about balance as it is mutual appreciation. […]

Ben Robbins | November 29th, 2015 |

GMless Role-playing Games (PAX 2011, part 3)

Our workshop continues from part 2. Who Gets to Talk Okay, so we were talking about world creation in Shock. One thing we kind of hinted at is that each of these games approach these critical questions in ways that are sometimes extraordinarily different. Like world creation. If you’re playing Fiasco, which is a massive […]

Ben Robbins | September 16th, 2011 | , ,

What is an Action Shtick? (part 2)

Leaping from rooftop to rooftop on a racing train. Streaking to catch a falling civilian before he goes splat. Racing past the sign that says the bridge ahead is out. These are Action Shticks, classic challenges that go with a particular situation or environment. By definition they are not original. They are the things you […]

Ben Robbins | August 2nd, 2006 | , | 3 comments

Naming Games (part 2), Episode Titles

In my superhero campaign, I name each episode. I tell the players the name at the start of the game session, sometimes even days in advance. I write it on the white board in big letters so everyone can see it throughout the game. There are pros and cons to doing this. The primary advantage […]

Ben Robbins | April 26th, 2006 | , | 3 comments