RPG Design Theories
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Roll the Dice and See
Today we’re going to talk about dice.
Nov 13, 2025
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Monte Cook
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25
6
October 2025
Levers and Fixes
I’m fascinated by someone in a recording studio working the mixing board.
Oct 21, 2025
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Monte Cook
22
6
3
September 2025
Teaching the GM to Fish
We’ve all heard the adage, “Give a man a fish and he’ll eat for a day, teach a man to fish and he’ll be fed for a lifetime.” It’s way overused and often…
Sep 9, 2025
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Monte Cook
41
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5
Player Choice
More than anything, a key design goal of the new edition of Cypher has been to not just give players choices, but to ensure that those choices are…
Sep 1, 2025
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Monte Cook
25
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1
August 2025
Genre Templates
Here’s a secret: I don’t really like dividing stories (or anything, like music) into categories.
Aug 25, 2025
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Monte Cook
32
1
4
Taking Out What's Not Fun
Games, obviously, are meant to be fun.
Aug 18, 2025
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Monte Cook
27
6
2
It's Right There in the Name
The game is called Cypher, so if we’re monkeying with the rules, we’d better make sure that cyphers work in the game, and work really well.
Aug 4, 2025
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Monte Cook
23
3
July 2025
Using Rules to Define Genre
Last time, I covered some changes we might make on how to track damage a player character sustains.
Jul 28, 2025
•
Monte Cook
30
1
Injurious Rules
As I wrote a bit ago, our own experiences as designers alongside what we’ve heard from others who have played the game have prompted some changes to the…
Jul 21, 2025
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Monte Cook
32
18
6
Hanging on Tight
When modifying a rules set, most people focus on what’s changing, but just as— if not more—important is what remains the same.
Jul 14, 2025
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Monte Cook
26
2
2
What's in a Genre?
One of the hallmarks of the Cypher System is the fact that we’ve tried to make it usable with almost any genre.
Jul 7, 2025
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Monte Cook
26
4
1
June 2025
Designing the Game We Want to Play
When you drive a car and something doesn’t work precisely the way you think it should, you notice.
Jun 30, 2025
•
Monte Cook
34
3
3
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