There is an interesting possibility of designing tabletop games that are tru hybrids of the RPG and strategy genres. But to do so, we must appreciate the kinds of rules such games use, so we can see how to carefully combine them.
Tabletop games can often only handle a narrow range of physical (or other) scales, but for some concepts, widely varying scales are relevant. WEG's old Star Wars d6 used different scales -- so people, speeders, and ships could all come into play -- using one method we'll look at.
What does it take for a game to be good and also centered around an abstract dynamic?
For instance, can we have a game that "explores" or is centered around the idea of allometric scaling? (This is where relative strengths and weaknesses change disproportionately with changes in something's size.) Such an idea seems promising, but how can a game be made from it?
The fighters launch from their carrier! They jink and turn -- shooting bogeys down as they go. Finally, they approach the enemy capitol ships. They fly close, fire torpedoes -- and escape, leaving behind billowing fire. Wait. Is this World War II or a space opera confection?
In this article, we'll consider how the size of ships affects how they can fight -- and come to some surprising conclusions.
The systems of coinage used in the middle ages were more complex and more interesting than what's presented in most fantasy role-playing systems: if gold, silver and copper "pieces" with nice metric conversions seemed too neat to you, you were right; read on.
So you've laced your boots, strapped on your scabbard, and set your jaw. You're ready for some adventure. Where though will you go to find it? Where are the lonely places, where monsters, treasure and glory can be claimed? In this quest, you face some problems.
What business do a man, an elf, and a dwarf have traipsing the countryside looking for quests? Where do they come from, and how do they fit into their society? Can they exist at all? I'll give a few answers to these questions below.
The stock fantasy world of role-playing is, we usually think, basically like medieval Europe. There are castles, swords, peasants; various set pieces. But what do these worlds of abundant cash, swords for hire, open-minded villagers, and "mage guilds" really have to do with the middle ages?