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Design, RPGs

Canon, Right and Wrong

07.08.10 | by Jeff Tidball | 1 Comment

Chris Sims has a post up today at Critical-Hits.com about how RPG designers and developers often use canon badly, inventing background and backstory for their games that’s pointlessly limiting, unfun, or worse. His section on how to do canon right—”Defining Differences”—dovetails nicely with Justin Achilli’s recent worldbuilding post about defining the core of what’s weird in your world and leaving the rest of it alone.

Chris’s piece is definitely worth your attention if you’re a developer or designer, and provides an interesting bit of publisher-level perspective to GMs and players as well.

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