--------------------------------------------- 00:00 Intro 01:17 What Makes Chekhov Different 03:07 Psychological Gesture 05:23 Character Centers 06:40 Atmosphere 10:33 Qualities of Energy 12:13 Encounters & Villains 17:50 How to Guide 27:26 Thoughts? ---------------------------------------------
Chekhov, M. (1953). To the actor: On the technique of acting. Harper & Row. Chekhov, M. (1991). On the technique of acting (M. Powers, Ed.). HarperCollins.
Psychological Gesture: Using Chekhov’s Techniques to Shape Scenes In TTRPGsRPG PHD2025-12-05 | Dr. Ben discusses Psychological Gesture Acting Theory in TTRPGs (Episode #149). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- 00:00 Intro 01:17 What Makes Chekhov Different 03:07 Psychological Gesture 05:23 Character Centers 06:40 Atmosphere 10:33 Qualities of Energy 12:13 Encounters & Villains 17:50 How to Guide 27:26 Thoughts? ---------------------------------------------
Chekhov, M. (1953). To the actor: On the technique of acting. Harper & Row. Chekhov, M. (1991). On the technique of acting (M. Powers, Ed.). HarperCollins.
--------------------------------------------- 00:00 Intro 00:56 The Science 04:12 Micro-Behaviors 07:32 Tells in Negotiations 10:32 Status Posture & Hierarchy 13:56 Staging Uncertainty 17:43 GM Guide 22:43 Thoughts? --------------------------------------------
Burgoon, J. K. & Hale, J. L., Nonverbal Behaviors “Speak” Relational Messages of Dominance-Submission Paul Ekman. Emotions Revealed. 2nd ed., New York: Times Books, 2007. Paul Ekman and Wallace V. Friesen. Facial Action Coding System. Palo Alto, CA: Consulting Psychologists Press. Paul Ekman and Erika L. Rosenberg, eds. What the Face Reveals. 2nd ed., Oxford: Oxford University Press, 2005. Judee K. Burgoon, Laura K. Guerrero, and Kory Floyd. Nonverbal Communication. New York: Routledge. Mark L. Knapp, Judith A. Hall, and Terrence G. Horgan. Nonverbal Communication in Human Interaction. 8th ed., Boston: Wadsworth.
Artaud, Antonin. The Theatre and Its Double. Translated by Mary Caroline Richards, Grove Press, 1958. “Theatre of Cruelty.” Encyclopaedia Britannica, Encyclopaedia Britannica, Inc.
--------------------------------------------- 00:00 Intro 01:06 Theatre of the Mind 02:23 Screen Direction 06:00 Breaking Spatial Clarity 09:14 Screen Direction Tools 13:52 GM Guide 18:03 Thoughts? --------------------------------------------
Bordwell, David, and Kristin Thompson. Film Art: An Introduction. 12th ed., McGraw-Hill Education, 2019. Bordwell, David. Narration in the Fiction Film. University of Wisconsin Press, 1985. Brown, Blain. Cinematography: Theory and Practice. 3rd ed., Focal Press, 2016. Gibson, James J. The Ecological Approach to Visual Perception. Psychology Press, 1986. Salomon, Gavriel. Interaction of Media, Cognition, and Learning. Jossey-Bass, 1979.
--------------------------------------------- 00:00 Intro 01:32 Diagnosing the Real Problem 07:26 Lens of Experience 10:12 Lens of Choice 12:46 Lens of Time 15:42 Lens of Complexity 18:31 Lens of Goals 20:52 Lens of Rules 23:22 Lens of Feedback 25:57 Lens of Surprise 28:54 Lens of Challenge 31:43 Lens of Skill 34:10 Diagnostic Guide for GMs 38:46 Diagnostic Guide for Designers 43:41 Final Thoughts 47:25 Thoughts? ---------------------------------------------
Schell, Jesse. The Art of Game Design: A Book of Lenses. CRC Press, multiple editions. Meadows, Donella H. Thinking in Systems: A Primer. Chelsea Green Publishing, 2008. Sweller, John. “Cognitive Load Theory.” Psychology of Learning and Motivation, vol. 55, Academic Press, 2011. Norman, Don.The Design of Everyday Things. Revised and Expanded Edition, Basic Books, 2013. Kahneman, Daniel. Thinking, Fast and Slow. Farrar, Straus and Giroux, 2011. Goffman, Erving. Frame Analysis: An Essay on the Organization of Experience. Harvard University Press, 1974. Turner, Victor. The Ritual Process: Structure and Anti-Structure. Aldine Publishing, 1969.
--------------------------------------------- 00:00 Intro 01:04 Poor Theatre 08:02 The Instrument 13:02 Via Negativa 17:34 Ritual, Not Realism 21:10 The Total Act 24:92 GM Player Feedback Loop 26:44 Discipline Enables Freedom 29:06 Final Thoughts 30:24 Thoughts? --------------------------------------------- Grotowski, Jerzy. Towards a Poor Theatre. Edited by Eugenio Barba, Routledge, 1968. Barba, Eugenio. The Paper Canoe: A Guide to Theatre Anthropology. Routledge, 1995. Kumiega, Jennifer. The Theatre of Jerzy Grotowski. Methuen, 1987. Schechner, Richard. Performance Theory. Routledge, 1988. Wolford, Lisa, and Richard Schechner, editors. The Grotowski Sourcebook. Routledge, 1997.
--------------------------------------------- 00:00 Intro 01:13 Design is Communication 04:36 Affordances 10:22 Signifiers 15:27 Feedback 19:49 The Two Gulfs 23:26 Mapping 28:17 Constraints 30:32 Designing for Error 32:14 Final Thoughts 33:20 Thoughts? --------------------------------------------- Norman, Donald A. The Design of Everyday Things. Revised and Expanded ed., Basic Books / MIT Press edition listings, 2013. Core concepts summarized in available excerpts. Nielsen Norman Group. “The Two UX Gulfs: Evaluation and Execution.” 2018. Interaction Design Foundation. “Gulf of Evaluation and Gulf of Execution.”
--------------------------------------------- 00:00 Intro 00:59 Given Circumstances 03:52 Objective, Obstacle, Tactic 07:56 Status Transactions 12:55 Subtext as Action 17:10 The Moment Before 20:09 How To Guide 34:35 Final Thoughts 36:13 Thoughts? --------------------------------------------- Stanislavski, Constantin. An Actor Prepares. Translated by Elizabeth Reynolds Hapgood, Theatre Arts Books, 1936. Stanislavski, Constantin. Building a Character. Translated by Elizabeth Reynolds Hapgood, Theatre Arts Books, 1949. Mamet, David, and William H. Macy. A Practical Handbook for the Actor. Vintage Books, 1987. Hornby, William H. Script Analysis for Actors, Directors, and Designers. Focal Press, 2006. Johnstone, Keith. Impro: Improvisation and the Theatre. Routledge, 1979. Johnstone, Keith. Impro for Storytellers. Routledge, 1999. Hagen, Uta. Respect for Acting. Wiley Publishing, 1973. Hagen, Uta. A Challenge for the Actor. Scribner, 1991.
--------------------------------------------- 00:00 Intro 01:16 What Laban Was Actually Studying 05:19 Combat Like a Chreographer 13:16 Effort States 18:32 Kinesphere 21:42 Shape Flow 24:21 Inner Attiude vs Inner Motion 31:47 Phrasing and Combat as Music 34:35 How to Step by Step 47:40 Thoughts? --------------------------------------------- Laban, Rudolf, & F. C. Lawrence. Effort. London: Macdonald & Evans, 1947. Laban, R. (1947/1988). The Mastery of Movement. Northcote House. London, Justin. Hearing in Time: Psychological Aspects of Musical Meter. 2nd ed. Oxford: Oxford University Press, 2012. Newlove, J., & Dalby, J. (2004). Laban for All. Routledge. Preston-Dunlop, V., & Sanchez-Colberg, A. (2002). Dance and the Performative. Verve.
Berlyne, D. E. (1960). Conflict, arousal, and curiosity. McGraw-Hill. Brook, P. (1968). The empty space. Penguin. Goffman, E. (1959). The presentation of self in everyday life. Anchor Books. Gilbert, D. T. (2006). Stumbling on happiness. Knopf. Huron, D. (2006). Sweet anticipation: Music and the psychology of expectation. MIT Press. Iglesias, K. (2005). Writing for emotional impact. WingSpan Press. Litman, J. A. (2005). Curiosity and the pleasures of learning: Wanting and liking new information. Cognition and Emotion, 19(6), 793–814. Loewenstein, G. (1994). The psychology of curiosity: A review and reinterpretation. Psychological Bulletin, 116(1), 75–98. Pinter, H. (1976). Plays: One. Methuen. Ryan, M.-L. (20 06). Avatars of story. University of Minnesota Press. Stanislavski, K. (1936). An actor prepares. Theatre Arts Books. Laws, R. D. (2010). Hamlet’s hit points. Gameplaywright. Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Free Press. Upton, B. (2015). The aesthetic of play. MIT Press. Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. Norman, D. A. (2013). The design of everyday things: Revised and expanded edition. Basic Books.
--------------------------------------------- 00:00 Intro 01:05 The Diagnosis 05:25 A Note on Tables, Styles, and Finding What Works 07:00 Principle 1: Shorten Decisions, Not Possibility 12:15 Principle 2: Architect the Fight Before It Begins 18:16 Principle 3: Streamline the Math the Audience Never Sees 23:50 Principle 4: Pre-Commit to Rulings that Favor Flow 29:52 Principle 5: Make Every Round Do Story Work 35:43 Principle 6: Help Players Move Before Their Turn 40:48 Thoughts? ---------------------------------------------
Berlyne, D. E. (1960). Conflict, arousal, and curiosity. McGraw-Hill. Brook, P. (1968). The empty space. Penguin. Gigerenzer, G. (2008). Rationality for mortals: How people cope with uncertainty. Oxford University Press. Harper, J. (2017). Blades in the Dark. Evil Hat Productions. Huron, D. (2006). Sweet anticipation: Music and the psychology of expectation. MIT Press. Juul, J. (2005). Half-Real: Video games between real rules and fictional worlds. MIT Press. Kahneman, D. (2011). Thinking, fast and slow. Farrar, Straus and Giroux. Laws, R. D. (2010). Hamlet’s Hit Points. Gameplaywright. Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT Press. Schechner, R. (1988). Performance theory. Routledge. Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285.
--------------------------------------------- 00:00 Intro 0056: What is the Curosity Loop? 05:10 Three Tiers of Questions 11:42 7 Reliable Ways to Seed Curosity 20:50 How to Answer Without Ending the Loop 26:37 Pacing the Loop 32:06 Drop-in Frameworks 34:02 Thoughts? ---------------------------------------------
Berlyne, D. E. (1960). Conflict, Arousal, and Curiosity. McGraw-Hill. Huron, D. (2006). Sweet Anticipation: Music and the Psychology of Expectation. MIT Press. Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press. Laws, R. D. (2010). Hamlet’s Hit Points. Gameplaywright. Loewenstein, G. (1994). The psychology of curiosity: A review and reinterpretation. Psychological Bulletin, 116(1), 75–98. Baker, V. (2004). Dogs in the Vineyard (for “fruitful void” as design stance). Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research (for translating aesthetics ↔ mechanics).
--------------------------------------------- 00:00 Intro 00:56 Purpose of Magic 10:44 Narrative & Dramatic Function 18:50 Worldbuilding Implications 24:42 Mechanics & System Design 32:25 Table Dynamics 36:05 Thoughts? ---------------------------------------------
Brook, Peter. The Empty Space. Penguin Books, 1968. Juul, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press, 2005. Laws, Robin D. Hamlet’s Hit Points. Gameplaywright, 2010. Mar, Raymond A., and Keith Oatley. “The Function of Fiction Is the Abstraction and Simulation of Social Experience.” Trends in Cognitive Sciences, vol. 12, no. 11, 2008, pp. 561–566. Sanderson, Brandon. “Sanderson’s Laws of Magic.” BrandonSanderson.com, 2007–2013. Sicart, Miguel. Play Matters. MIT Press, 2014. Turner, Victor. The Ritual Process: Structure and Anti-Structure. Aldine Transaction, 1969.
--------------------------------------------- Chapters 00:00 Intro 01:00 Theory of Silence 06:30 Silence as Tension 12:50 Silence as Immersion 19:27 Silence as Respect 23:20 Practical Tools 32:13 Game Design Implications 39:26 Thoughts? ---------------------------------------------
--------------------------------------------- Chapters 00:00 Intro 01:05 Greek Chorus: A History 03:02 Treat Rolls as Narrative Beats, Not Interruptions 04: 25 Read Tone From the Dice 06:47 Let the Dice “Speak First” in Improvisation 08:22 Give the Dice a “Voice” in Description 09:54 Use Dice to Reinforce Tragedy and Irony 11:32 Invite Players to Read the Chorus 13:03 Meta-Structure: Dice as Thematic Device 14:34 Reframe Luck as Moral or Emotional Commentary 16:46 Cinematic Pacing: Pause for the Roll 19:42 Dice as Omens and Portents 21:54 Design Implications: Building Games Where the Dice Have a Voice 24:46 Thoughts? ---------------------------------------------
--------------------------------------------- Chapters 00:00 Intro 01:27 The Allure of Balance 04:08 The Impossibility of Perfect Balance? 07:09 Feature, Not a Bug? 12:20 Spotlight Vs Stat Balance 17:16 Dangers of Overbalancing 21:04 Embracing Asymmetry 25:38 Critiques of Asymmetry 32:31 Thoughts? ---------------------------------------------
Bibliography Salen, K., & Zimmerman, E. Rules of Play (2004). Juul, J. Half-Real (2005). Costikyan, G. Uncertainty in Games (2013). Koster, R. A Theory of Fun for Game Design (2004). Laws, R. Robin’s Laws of Good Game Mastering (2002).Conviction Narrative Theory: Uncertainty, Stories, and RPG ChoicesRPG PHD2025-09-25 | Dr. Ben discusses Conviction Narrative Theory for Design & Gamemastering (Episode #140). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 00:57 Conviction Narrative Theory 05:38 CNT as a Design Lens 10:15 CNT as a GM Lens 16:48 Character Self Stories & Identity Work 22:21 Faction Play 27:35 Module Ideas 33:08 Limitations & Critique 38:32 Thoughts? ---------------------------------------------
Bibliography Johnson, S. G. B. (2022/2023). Conviction Narrative Theory: A theory of choice under radical uncertainty. Behavioral and Brain Sciences. Overview of CNT as choice under radical uncertainty; narratives integrate causal, temporal, analogical, and valence info to enable action. Tuckett, D., & Nikolić, M. (2017). The role of conviction and narrative in decision-making under radical uncertainty. Theory & Psychology. Argues that conviction narratives combine beliefs, heuristics, and emotion to create “sufficient certainty” to act. Fenton-O’Creevy, M., et al. (2022). Selecting futures: The role of conviction, narratives, and emotion in decision-making. (Context on group-level narratives and action under uncertainty.)Designing Dilemmas: Moral Philosophy in TTRPGsRPG PHD2025-09-19 | Dr. Ben discusses designing dilemmas and moral philosophy in Design & Gamemastering (Episode #139). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 00:49 What Counts as a Moral Dilemma? 03:50 The Trolley Problem 09:08 Value Conflicts 11:46 Long Term vs Short Term 14:25 Loyalty vs Principle 17:18 Dirty Hands Dilemmas 20:07 Procedural Injustice 23:44 Information Asymmetry 26:58 Collective vs Individual Good 30:20 Player to Player 33:22 Mechanical Tracking Tools 36:06 Avoiding Moral Dilemmas 39:53 Thoughts? ---------------------------------------------
Bibliography Axelrod, Robert. The Evolution of Cooperation. Basic Books, 1984. Foot, Philippa. “The Problem of Abortion and the Doctrine of the Double Effect.” Oxford Review, no. 5, 1967, pp. 5–15. Gilligan, Carol. In a Different Voice: Psychological Theory and Women’s Development. Harvard UP, 1982. Hardin, Garrett. “The Tragedy of the Commons.” Science, vol. 162, 1968, pp. 1243–1248. Kant, Immanuel. Groundwork of the Metaphysics of Morals. 1785. (Any modern translation.) Mill, John Stuart. Utilitarianism. 1863. (Any modern edition.) Paas, Fred, Alexander Renkl, and John Sweller. “Cognitive Load Theory and Instructional Design: Recent Developments.” Educational Psychologist, vol. 38, no. 1, 2003, pp. 1–4. Rawls, John. A Theory of Justice. Harvard UP, 1971. Rumelhart, David. “Schemata: The Building Blocks of Cognition.” In Theoretical Issues in Reading Comprehension, edited by Rand J. Spiro et al., Erlbaum, 1980, pp. 33–58. Sweller, John. “Cognitive Load During Problem Solving: Effects on Learning.” Cognitive Science, vol. 12, no. 2, 1988, pp. 257–285. Thomson, Judith Jarvis. “The Trolley Problem.” The Yale Law Journal, vol. 94, no. 6, 1985, pp. 1395–1415. Vygotsky, Lev. Mind in Society: The Development of Higher Psychological Processes. Harvard UP, 1978. Walzer, Michael. “Political Action: The Problem of Dirty Hands.” Philosophy & Public Affairs, vol. 2, no. 2, 1973, pp. 160–180. Williams, Bernard. “A Critique of Utilitarianism.” In Utilitarianism: For and Against, by J.J.C. Smart and Bernard Williams, Cambridge UP, 1973, pp. 77–150.A Cognitive Lens on RPG Design: Flow, Schemas, Load, and ScaffoldingRPG PHD2025-09-12 | Dr. Ben discusses the theories of Flow, Schemas, Load, and Scaffolding in Design & Gamemastering (Episode #138). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 01:02 Flow Theory 06:42 Schema Theory 12:03 Cognitive Load Theory 17:11 Zone of Proximal Development 22:45 Synthesis 29:22 Final Thoughts 30:05 Thoughts? ---------------------------------------------
Bartlett, Frederic. Remembering: A Study in Experimental and Social Psychology. Cambridge University Press, 1932. Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. Harper and Row, 1990. Rumelhart, David. “Schemata: The Building Blocks of Cognition.” In Theoretical Issues in Reading Comprehension, edited by Rand J. Spiro, Bertram C. Bruce, and William F. Brewer, Lawrence Erlbaum, 1980, pp. 33–58. Sweller, John. “Cognitive Load During Problem Solving: Effects on Learning.” Cognitive Science, vol. 12, no. 2, 1988, pp. 257–285. Vygotsky, Lev. Mind in Society: The Development of Higher Psychological Processes. Harvard University Press, 1978.Designing TTRPGS: Agôn, Alea, Mimicry, IlinxRPG PHD2025-09-04 | Dr. Ben discusses designing with Caillois four categories. (Episode #137). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 01:20 Categories of Play 02:37 Theoretical Background 07:24 Agon: Play As Contest 11:10 Alea: Play as Chance 14:25 Mimicry: Play as Role & Performance 18:52 Ilinx: Play as Vertigo 22:50 Big Philosophical Questions 25:56 Closing Thoughts 27:19 Thoughts? ---------------------------------------------
Caillois, Roger. Man, Play and Games. Translated by Meyer Barash. University of Illinois Press, 1961. Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture. Beacon Press, 1938. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. MIT Press, 2003. Stolze, Greg, and Jared Sorensen. Dread. The Impossible Dream, 2005. Juul, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press, 2005. Turner, Victor. The Ritual Process: Structure and Anti-Structure. Aldine Publishing, 1969.Choosing the Right Resolution Mechanics for Your TTRPGRPG PHD2025-08-29 | Dr. Ben discusses how to choose resolution mechanics for your TTRPGs (Episode #136). #dnd #pathfinder #ttrpg #wfrp
Further Reading & Resources Hunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research (2004). The foundational Mechanics → Dynamics → Aesthetics framework for linking rules to player experience. Edwards, Ron. System Does Matter (The Forge, 2001). The essay that launched GNS theory (Gamism, Narrativism, Simulationism), emphasizing how system choices privilege one kind of play over others. Fine, Gary Alan. Shared Fantasy: Role-Playing Games as Social Worlds (1983). A sociological study of RPG play culture and how systems shape group behavior. Caillois, Roger. Man, Play and Games (1961). Defines categories of play—Agôn (contest), Alea (chance), Mimicry (role immersion), and Ilinx (destabilization)—which map directly onto different resolution styles. Savage Worlds Adventure Edition. Showcases exploding dice, raises, and fast resolution mechanics tuned for pulp action aesthetics. Call of Cthulhu 7th Edition (Chaosium). A definitive example of percentile resolution with tiered difficulty levels that reinforce fragile investigators and investigative horror. Dread (The Impossible Dream). The classic example of physical resolution mechanics, where pulling Jenga blocks creates embodied suspense and literal tension at the table. Laws, Robin D. Gumshoe System Design Notes (Pelgrane Press). Introduces the “Three Clue Rule,” a fix for binary stall-outs in investigative games. Salen, Katie & Zimmerman, Eric. Rules of Play: Game Design Fundamentals (2003). A comprehensive design text exploring probability, uncertainty, and how rules create meaning. Stuart, Keith. Dice by Numbers: The Mathematics of Role-Playing Games. A set of probability breakdowns and dice math discussions useful for comparing flat, bell, and pool systems. Forge Archives (2000–2010). A trove of early indie RPG design discussions on Fortune timing, task vs. conflict resolution, and narrative mechanics. Petri Lankoski. Character-Driven Game Design (2011). Examines how mechanics—including resolution—directly support dramatic and character-driven play. Bowman, Sarah Lynne. The Functions of Role-Playing Games (2010). An academic deep dive into RPGs’ social and psychological impacts, including how systems shape emotional experience. The Alexandrian (Justin Alexander). Especially the “Game Structures” essays and the “Three Clue Rule.” A practical blog resource for GMs and designers on resolution pitfalls and fixes. Playtesting Stress Tests, as described in Unframed: The Art of Improvisation for Game Masters (Engine Publishing, 2014). Advice on stress-testing mechanics in high-pressure scenarios. John Wick. Play Dirty (2006). GM-focused, but with strong lessons about aligning system choices (including resolution) with emotional impact. The DDE Model (Dynamism, Decisions, Discovery, Expression). Originating in indie design circles; see designer blogs (Avery Alder, Jason Morningstar) for practical applications. The Forge (archived discussions): http://www.indie-rpgs.com/forgeCrispy Edge, Soft Middle TTRPG DesignRPG PHD2025-08-21 | Dr. Ben discusses Crispy Edge, Soft Middle Design for TTRPGs (Episode #135). #dnd #pathfinder #ttrpg #wfrp
Sources & Further Reading (selected) Hunicke, LeBlanc, Zubek. “MDA: A Formal Approach to Game Design & Game Research.” (2004). cs.northwestern.edu Salen & Zimmerman. Rules of Play (MIT Press). (2004). gamifique.files.wordpress.com Juul, Jesper. Half-Real (MIT Press). (2005). MIT Press Sicart, Miguel. Play Matters (MIT Press). (2014). (Book page + review). MIT Pressgamestudies.org Apocalypse World / Dungeon World SRD references on move results & GM moves. Dungeon World SRD+1 Blades in the Dark Player Kit (position/effect, consequences, clocks). Blades in the Dark Fate Core: Invoking & Compelling Aspects; official cheat sheet. fate-srd.comEvil Hat Productions GUMSHOE: “You always get the core clues.” Pelgrane Press Ltd OSR: Matt Finch, A Quick Primer for Old School Gaming; critiques/expansions. Friend or Foegoblinpunch.blogspot.com Fortune in the Middle (The Forge glossary & discussions). indie-rpgs.com+1 5e Basic Rules (D&D Beyond, “Adjudicate the Rules”). D&D BeyondWarhammer Old World RPG Rules Series: MagicRPG PHD2025-08-14 | Dr. Ben discusses Warhammer The Old World RPG Magic. Part 4 of the How to Play Series (Episode #134). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 01:09 Emerging Trends in TTRPG Design 19:39 Favorite design that came about by accident 30:01 Wound Systems 48:50 Can a game be designed to be timeless? 01:10:10 Final Thoughts ---------------------------------------------
--------------------------------------------- Chapters 00:00 Introduction 01:18 Narrative Techniques to Support Ensemble Play 04:44 Designing for Equity: The Role of the GM 05:45 Deconstructing the “Main Character Energy” Player 06:41 Final Thoughts 07:29 Thoughts ---------------------------------------------
Works Cited Bal, M. (1997). Narratology: Introduction to the Theory of Narrative. University of Toronto Press. Harper, J. (2017). Blades in the Dark. Evil Hat Productions. Laws, R. (2001). Robin’s Laws of Good Game Mastering. Steve Jackson Games. Evil Hat Productions (2013). Fate Core System. Crawford, K. (2017). Stars Without Number: Revised Edition.History of GM AuthorityRPG PHD2025-06-27 | Dr. Ben discusses the history of gamemaster evolution in TTRPGs, Full Lecture (Episode #126). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Opening 01:02 Introduction 02:18 Early Traditions 07:17 GM as Author 14:18 Indie Revolution 24:20 Age of the Facilitator 43:28 Philosophies of Play 44:31 Final Thoughtd 50:08 Thoughts? ---------------------------------------------
Works Cited Gygax, Gary. Dungeons & Dragons Basic Set, Keep on the Borderlands module (TSR, 1979). Gygax, Gary. Advanced D&D Dungeon Masters Guide (TSR, 1979). Finch, Matthew. A Quick Primer for Old School Gaming (2008). Laws, Robin D. See P. XX: Six Types of Story Branch (Pelgrane Press, 2014). Laws, Robin D. GUMSHOE Says Yes (See Page XX, 2018). “Barf Forth Apocalyptica – Apocalypse World Review” (Critical Hits, 2010). Apocalypse World 1st ed. (Lumpley Games, 2010). Crane, Luke. Interview on Burning Wheel (Gnome Stew, 2005). Blades in the Dark (John Harper, 2017) SRD. Bully Pulpit Games – Fiasco (2010) description. Cordova, Jason. “9 Tips for Running Trophy” (The Gauntlet Blog, 2019). Emphasizes Trophy RPG’s collaborative nature: Trophy RPG (Jesse Ross, 2022) – Edwards, Ron (et al). Discussions on The Forge (circa 2003)Narrative GravityRPG PHD2025-06-19 | Dr. Ben discusses narrative gravity in TTRPGs, short lecture (Episode #125). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 01:18 Negative Space & Implied Design 04:53 Rulings Not Rules 16:00 Implied World 24:38 Power of Uncertainty 31:00 Designing With Negative Space 36:59 Final Thoughts 39:55 Thoughts? ---------------------------------------------
Works Cited" Mike Bourke, “Leaving Things Out: Negative Space in RPGs.” Campaign Mastery (2013) – Discussion of negative space as a design principle in various aspects of RPGs Wolfgang Iser (as cited on Wikipedia), Reader-response theory – Concept of narrative gaps/blanks that readers fill with imagination Dungeon World SRD, “Gamemastering Principles” – Includes “Draw maps, leave blanks” guidance for collaborative world-building Matt Finch, A Quick Primer for Old School Gaming (2008) – Rulings, not Rules philosophy; quoted in Travis Miller, "Subtleties of 'Rulings, not Rules'" (2023) Travis Miller, “Subtleties of ‘Rulings, not Rules’” – Discussion of implied rules and player freedom in OSR Dungeon Master’s Guide, 5th Edition (2014) – Emphasizes DM as final arbiter and guiding hand Review of Mörk Borg on Deathtrap Games blog (2022) – Notes the game’s loose rules (e.g. ignoring tactical minutiae) and minimal attention to specifics Ibid. – Notes Mörk Borg’s limited lore: “not enough lore… golden spot where the GM can make the setting their own” Mazirian’s Garden blog, “Pleasures of the OSR: Emergent Story and Open Worlds” (2019) – Defines emergent story as unplanned narrative arising from play Kyle Maxwell, “Implied Setting” on Technoskald’s Forge (2020) – Defines implied setting as rules giving enough, table does the rest; notes OD&D’s emergent setting assumption Fate Core rule (Fate SRD / forums) – Players can spend Fate points to declare story details (shared narrative control) Laozi, Tao Te Ching, Chapter 11 (as quoted on Philosophy.SE) – “We shape clay into a pot, but it is the emptiness inside that holds whatever we want.” Emptiness creates utility Jo Wehler’s commentary on Tao Te Ching (2015) – Interprets the pot metaphor: value not in the clay but the space it opens for freedomTension Without Combat in TTRPGsRPG PHD2025-06-05 | Dr. Ben discusses creating tension without combat in TTRPGs (Episode #123). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 00:59 Encounters 02:45 Time as a Pressure Cooker 05:49 Moral Dilemmas 07:57 Create Uncertainty 10:19 Mechanics to Support Tension 11:49 Other Considerations 15:48 Final Thoughts 17:44 Thoughts? ---------------------------------------------
--------------------------------------------- Chapters 00:00 Intro 01:08 Social Contract Theory 03:57 Statecraft to Gamecraft 07:48 Implict vs Explicit 15:04 Play Culture 20:15 Structuring The Social Contract 25:41 Agency, Consent, Tone, Narrative 31:58 Design and Social Contract 36:38 Final Thoughts 39:24 Thoughts? ---------------------------------------------
Works Cited Britannica, “social contract,” Encyclopædia Britannica Martin Ralya & Chris “Bankuei” Chinn, “Social Contracts for RPG Groups,” Gnome Stew, Adam Brown, “A Deeper Look at the Social Contract,” Gnome Stew, April 6, 2022 RPG Museum Wiki, “Social contract” and “Big Model,” retrieved 2020 Iain McAllister, “RPGs and the Social Contract,” The Giant Brain, Nov 27, 2019 The Same Page Tool by Chris Chinn, Deeper in the Game blog, Mar 2010 “The Culture Beneath the Stairs #3: Why the Gaming Group Isn’t a Social Contract,” Jazzsequence, “TTRPG Social Contract & Safety Tools,” jazzsequence.com, 2022 John Stavropoulos, “X-Card” safety tool document (2013) – via RPG Museum Sarah Lynne Bowman & Evan Torner et al., “Role-playing Games for Interdisciplinary Research Collaborations,” DiGRA 2020 (excerpt on social contract)Designing For Impact: Ludonarrative & Diegesis in TTRPGsRPG PHD2025-05-22 | Dr. Ben discusses Designing for Impact (Ludonarrative & Diegesis) in TTRPGs, Full Lecture (Episode #121). #dnd #pathfinder #ttrpg #wfrp
Works Cited “Creating a Richer Gaming Experience.” TTRPG Games. “Catharsis and RPGs.” RPG Narco. “Humanity and Horror in Vampire: The Masquerade.” The RPG Gazette,. “Inclusive Storytelling in TTRPGs.” D&D Podcast on Medium,. “Ludonarrative Harmony and Design Impact.” Medium. “Player Agency and Story Structure.” Medium. “Apocalypse World.” Torun, Mert. “Fate Core: Narrative Mechanics with Impact.” Edgerunner, . “Powered by the Apocalypse.”Emergent Narratives in TTRPGSRPG PHD2025-05-15 | Dr. Ben discusses Emergent Narratives in TTRPGs, Full Lecture (Episode #120). #dnd #pathfinder #ttrpg #wfrp
Works Cited Alexander, Justin. “Don’t Prep Plots – Tools, Not Contingencies.” The Alexandrian, 18 June 2015 Archstone Press. “Running Your First Sandbox.” archstonepress.com, 2023 DMDavid. “Filling a map with D&D adventure” (Sandbox Archives). dmdavid.com, 2018 Kutalik, Chris. “Information as Treasure Type: Building Dynamic Sandboxes Part III.” Hill Cantons blog, 2016 Maliszewski, James. “Gygaxian ‘Naturalism’.” Grognardia, 4 Sept 2008 Montgomery, Andrew Logan. “Easy is the Descent: MÖRK BORG and ShadowDark RPGs.” Numenera Core Book (Monte Cook Games). Excerpt from Monte Cook Games Robbins, Ben. “Grand Experiments: West Marches.” ars ludi blog, Oct 2007 Simpson, Evan (aka “Mazirian”). “Pleasures of the OSR: Emergent Story and Open Worlds.” Mazirian’s Garden blog, 2019 “The Sandbox Again: Gygax on Plot.” Standard Hirelings blog, Apr 2009Playing the Self: Identity, Performance, and Catharsis in TTRPGsRPG PHD2025-05-08 | Dr. Ben discusses Playing the Self: Identity, Performance, and Catharsis in TTRPGs, Full Lecture (Episode #119). #dnd #pathfinder #ttrpg #wfrp
Works Cited Bowman, S.L. The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity.
Goffman, E. The Presentation of Self in Everyday Life. (Dramaturgical analysis of social roles.
Fine, G.A. Shared Fantasy: Role-Playing Games as Social Worlds. (Discussion of player, character, person frames in RPGs).
Huizinga, J. Homo Ludens. (Concept of the “magic circle” of play)
Nordic LARP Wiki. “Bleed.” (Definition of bleed and its types)nordiclarp.orgnordiclarp.org.
Bowman, S.L. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org (2015). (Catharsis through bleed).
Merrick, A. et al. (2024). Dungeons and Dragons may improve mental health – JCU study press release (D&D as cathartic, safe emotional outlet).
UCC Express – “Gender and Dragons: Exploring Gender Identity through D&D.” (Player survey on gender exploration in D&D).
Pacifica Graduate Institute – Extension Course “Discovering Your True Selves Through Analog Role-Playing” (Course description on Jungian active imagination in RPGs)extension.pacifica.edu.
Monsterhearts RPG by Avery Alder – Game text and community commentary (themes of identity and emotional bleed in gameplay)DDE Theory in TTRPGs: Full LectureRPG PHD2025-05-01 | Dr. Ben discusses DDE Theory in TTRPGS. Full Lecture (Episode #118). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 00:43 Introduction to DDE 02:32 Dynamism – Keeping the Game World in Motion 05:13 Decisions – Meaningful Choices at Every Turn 08:47 Discovery – The Joy of Exploration and Revelation 13:13 Expression – Creativity and Role-Playing in Action 17:33 Criticisms 19:24 DDE vs MDA 23:49 Using DDE for Game System Design 36:04 Enhancing Player Experience with the DDE Model 49:06 Final Thoughts 50:38 Thoughts? ---------------------------------------------
Works Cited Church, Doug, and LeBlanc, Marc, et al. MDA: A Formal Approach to Game Design and Game Research. 2004. Apocalypse World. Vincent Baker and Meguey Baker. Lumpley Games, 2010. Blades in the Dark. John Harper. Evil Hat Productions, 2017. Dungeon World. Sage LaTorra and Adam Koebel. Sage Kobold Productions, 2012. Dungeons & Dragons 5th Edition. Jeremy Crawford, Mike Mearls, et al. Wizards of the Coast, 2014. Fate Core System. Leonard Balsera, Brian Engard, et al. Evil Hat Productions, 2013. Fiasco. Jason Morningstar. Bully Pulpit Games, 2009. GUMSHOE System. Robin D. Laws. Pelgrane Press, 2007. Call of Cthulhu 7th Edition. Sandy Petersen, Mike Mason, et al. Chaosium Inc., 2014. Stars Without Number. Kevin Crawford. Sine Nomine Publishing, 2010.MDA Theory: Why Game Mechanics Shape StoriesRPG PHD2025-04-24 | Dr. Ben discusses MDA in TTRPGS. Full Lecture (Episode #117). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 00:49 Mechanics, Dynamics, Aesthetics (MDA) in Tabletop RPGs 04:03 Mechanics 05:10 Dynamics 07:02 Aesthetics 18:29 Designers vs. Players: Two Perspectives on MDA 24:29 MDA in Action: Examples from Different RPGs 42:48 Using MDA for Design, Critique, and Tuning 50:54 Thoughts ---------------------------------------------
Works Cited Hunicke, Robin, Marc LeBlanc, and Robert Zubek. MDA: A Formal Approach to Game Design and Game Research. Proceedings of the Challenges in Game AI Workshop, AAAI-04, 2004.
Aboleth Overlords. “MDA for Tabletop Adventure Games.”
The Angry GM. “Gaming for Fun (Part 1): Eight Kinds of Fun.”Monomyth vs Anti-myth In TTRPGSRPG PHD2025-04-17 | Dr. Ben discusses the Monomyth and the Anti-myth in TTRPGS. Full Lecture (Episode #116). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 00:45 Monomyth vs Antimyth 05:13 Monomyth in TTRPGS 10:51 Anti-Myth 13:37 Anti-myth in TTRPGs 21:46 Gameplay and Player Experience 30:28 Tips for GMs and Designers 45:54 Thoughts? ---------------------------------------------
Sources: Campbell, J. (1949). The Hero with a Thousand Faces. (Monomyth definition and stages)en.wikipedia.orgen.wikipedia.org
Vogler, C. (1998). The Writer’s Journey: Mythic Structure for Writers. (Twelve-stage Hero’s Journey model)storyflint.com
Keep on the Heathlands – “Beast: The Primordial – Subverting the Monomyth” (discussion of RPGs using or rejecting the Monomyth)keepontheheathlands.comkeepontheheathlands.com
Warhammer Fantasy Roleplay – Game setting information (grim and perilous tone)en.wikipedia.org
Blades in the Dark – Official game description (playing scoundrels in a haunted city)bladesinthedark.com
Mörk Borg – Official game description (apocalyptic anti-heroic setting)playrole.complayrole.comUncertainty Avoidance in TTRPGsRPG PHD2025-04-10 | Dr. Ben discusses Hofstede’s Uncertainty Avoidance in TTRPGS. Full Lecture (Episode #115). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 00:00 Intro 00:48 Uncertainty Avoidance 03:16 UAI in Gameplay 04:04 Rules and Mechanics: Structure vs. Flexibility 08:13 Decision-Making and Risk-Taking: Caution vs. Creativity 11:23 Narrative and Storytelling: Guided vs. Emergent Stories 16:30 Player Behavior and GM Facilitation Styles 21:00 Case Examples of UAI 29:48 Thoughts? ---------------------------------------------
Works Cited Hofstede, G. (2010). Cultures and Organizations: Software of the Mind (3rd ed.). McGraw-Hill. Hofstede, G. (n.d.). “Uncertainty Avoidance.” ClearlyCultural.com – Geert Hofstede Cultural Dimensions. Retrieved from clearlycultural.com. Inafune, K. (2007). Interview in 1UP.com, as cited in RPGWatch Forums – Differences between Western and Japanese game design philosophies. OpenStax – Principles of Management. Section 6.2: Hofstede’s Cultural Framework. (2018). Definitions of uncertainty avoidance Landis, C. M. (2018). Uncertainty Avoidance and the Japanese. Penn State University Global Context Blog. (Japan’s UAI score and cultural traits) sites.psu.edu Scoping Review of TTRPG as Psychological Intervention (2023). Frontiers in Psychology / PMC11299717. (Cultural distinctions influence reactions in TTRPGs) Wikipedia. “Uncertainty avoidance.” (Last modified 2025). Definition and characteristics of high vs low UAI Wikipedia. “Hofstede’s cultural dimensions theory.” (Last modified 2025). E The Retired Adventurer (2021). “Six Cultures of Play.” (Discussion of RPG play cultures and tournament module fairness) retiredadventurer.blogspot.com Gnome Stew – 10 Things I Learned about Japanese TRPGs (2018). (Notes on structured formats and replays in Japanese RPG culture) gnomestew.comDesign Your RPG to Fail ForwardRPG PHD2025-04-03 | Dr. Ben discusses Failing Forward Design in TTRPGS. Full Lecture (Episode #114). #dnd #pathfinder #ttrpg #wfrp
Works Cited Riddle & Rook – Failing Forward (examples of success with consequences) riddleandrook.com Lumpley Games Forum – Discussion on PbtA failures driving story lumpley.games There Will Be Games blog – Blades in the Dark analysis on failure as narrative fuel therewillbe.games Augury Ignored – When Failing Forward Fails (designing for meaningful failure and recovery) auguryignored.wordpress.com The Alexandrian – Failure for the Beginning GM (fail-forward techniques and examples) thealexandrian.net Gnome Stew – Success With Complications (partial success mechanics in PbtA and others) gnomestew.com Dungeon World SRD – Explanation of outcomes on 10+, 7-9, 6- (partial success and XP on failure) dungeonworldsrd.com Nerdarchy – Failure is Fun in 5E (embracing fail-forward in D&D, player agency in describing failures) nerdarchy.com Heartless Gamer – Rolling Dice in FFG Star Wars (advantage/threat allowing fail with positive side-effects) heartlessgamer.comDice Psychology in TTRPGS: Full LectureRPG PHD2025-03-27 | Dr. Ben discusses the psychology of Dice in TTRPGS. Full Lecture (Episode #113). #dnd #pathfinder #ttrpg #wfrp
--------------------------------------------- Chapters 0:00 Intro 00:41 Rolling the Dice 01:51 Allure of Randomness 05:01 Dice Systems 19:49 Mind Games 27:58 Designing Dice 35:25 Thoughts? ---------------------------------------------