Dear Apathy: Describing a Setting

Looking for game advice? Want to know our thoughts on something? Shoot us an e-mail at devteam@apathygames.com and it may become one the subject of our Dear Apathy column.

Dear Apathy,

When writing a setting or world book, is it better to explicitly state the type of world it is (have a sentence or two literally reading “This is a high-magic fantasy world, no steam or gunpowder or other industrialized tech. Humans are the vast majority over the other, dying-out races, and magic cards take the place of scrolls and potions.”), or is it better to use character class description, abilities, magic spell lists and equipment list, and simply having the setting’s information strongly suggested?

Sincerely,

­-Dan Suptic

Read More . . .

Every Product Needs an Index

Okay, it may not be true that every product needs an index. If it’s a one-sheet adventure or a three page monster supplement, you don’t need one. But most gaming books do. They’re meant to be referenced, and you reference a work through its index.

Read More . . .

What is your favorite game system?

Once per week we go behind the bar at Apathy Games and discuss gaming in more personal terms and ask you to respond. The best response will be featured the following week. By the time you’ve started reading a blog about Savage Worlds, you’ve probably been around the roleplaying block and played your share of [...]

Read More . . .

What RPG Would You Turn into a TV Show?

Once a week we go behind the bar at Apathy Games and discuss gaming in more personal terms and ask you to respond. The best response will be featured the following week. Bold and daring adventures every week are the heart of Roleplaying. They’re also the heart of Television. As such, it would seem a [...]

Read More . . .

ENnie Award Opinions

Now I shall tell you who I think deserves to win each category. Obviously, I can’t have a fully informed opinion on every product. I haven’t read them all, or even heard of everything on the list. Chances are, you haven’t either. For that reason, I’ll try to be fairly thorough in my reasoning, but if you disagree with something, yell at me in the comments. Flame wars are good for business.

Read More . . .

Breaking the 4th Wall

Gnome Stew asked an interesting question recently, in Fair or Foul: Unexpected GM Fait. Should a GM tell the player they can’t win?

Read More . . .

Game Theory: Modern Games and the Authority to Act

A modern setting can greatly restrict a character’s authority to act. Laws usually prohibit even the most innocuous of violence. Surveillance and forensics mean that character’s rarely get away with anything. It’s difficult to be a hero. You can’t go take out that banker gang, or that evil mafioso. It doesn’t matter how terrible they are; the law protects them too.

Read More . . .

How I Lost My Sense of Game Loyalty

Back in High School, I met this game. She was called Dungeons & Dragons: Third Edition. You’ve probably know her; she got around.

Read More . . .

Office Life, April First, and the Near Fall of Shadowrun

Life has been frantic lately here at our palatial offices in Seattle, WA. Tyson’s upcoming wedding has involved laborious preparations that cross state lines. Simultaneously, our first major game is currently in various stages of editing and layout, there’s an experimental podcast about beer going on right under our noses, and Hillary has run out of wall space at her home and has been forced to relocate in search of blank canvas.

Read More . . .

Enhance Your Games with Made-Up Words

Sometimes authors make up words. Shakespeare personally added 3000 words to the English language, and since we still use many of them, he’ll never be surpassed. But I still get the impression that Stephenson wrote his doctoral thesis on the subject. And it’s gotten me thinkin’.

Read More . . .