This is too brief to be "designer's notes" on my article in Pyramid #72, but it's something I wanted to mention. I note at the beginning of the article that "almost from the beginning of fantasy roleplaying games, there’s been a desire to" play dungeon crawls as monsters rather than human-ish adventurers. What I had in mind here was the 1976 game Monsters! Monsters!, developed in part by a guy at Metagaming named--wey hey!--Steve Jackson. So this is kinda going full circle.
omeone made the mistake of asking me to expand on some things I'd said about writing historical rpg material, so you all must suffer for it. I write a lot of historical rpg stuff as well as entirely fictional setting material. So why make historically themed games rather than just making stuff up? Well, because it's an effective way of achieving the purpose of writing settings and adventures in general. The purpose of settings and adventures, I would aver, is to give players things to do in a convincing context. Convincing context doesn't necessarily mean realism. Players have different levels of understanding of what's "realistic" in different situations and are more or less sensitive to how closely those situations adhere to reality. For example, I'm a history and culture guy. Put me in SF campaigns (which happens with some regularity) and the specifics of how reaction drives, orbital mechanics, and subatomic physics work entirely escape me. I don't,
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