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Guided course - 5 chapters

RPG design: A Practical Course with Nova Price

Nova Price teaches RPG design through five practical chapters that move from a clear foundation to guided work, applied decisions, and revision. You will finish with an annotated scenario and decision log, a tutor-ready capstone, saved notes, and a repeatable way to continue practicing.

Game masters, young writers, club leaders, and design beginners 2 hrs 30 min Practice and checkpoints Free curriculum
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What you will learn

Build knowledge, use it, and leave with evidence of progress.

  • Explain the essential RPG design vocabulary through a connected mental model.
  • Follow and explain a reliable strategic decision making workflow in guided practice.
  • Apply RPG design to a realistic scenario with visible constraints and tradeoffs.
  • Evaluate and revise an annotated scenario and decision log using evidence-based success criteria.
  • Complete a capstone and leave with a specific next-practice plan.

Before you start

  • Know the basic rules of the chosen activity or review them with the tutor
  • Use responsible-play boundaries where money or competition is involved

Useful materials

  • A board, replay, map, or scenario sheet
  • Notebook or annotation tool
  • Timer for selected practice rounds

Suggested rhythm

Complete one 30-minute chapter at a time: learn for 10 minutes, practice for 15, then use 5 minutes for the checkpoint and notes.

Course capstone

RPG design decision dossier

Analyze a sequence of RPG design decisions, compare realistic alternatives, and extract a reusable decision rule.

What you will submit

  1. Three annotated decision points
  2. A candidate-and-risk comparison
  3. A post-review with one reusable rule

How it will be reviewed

  • Key information is noticed
  • Alternatives are plausible
  • Tradeoffs are explicit
  • The review separates process from outcome

Course chapters

Learn, practice, check, and record what matters.

2 hrs 30 min total
  1. Chapter 1

    RPG design: Foundations and vocabulary

    Build a dependable mental model for RPG design before trying to memorize isolated details. You will define the essential vocabulary, inspect a worked example, and turn the ideas into a reference you can actually use.

    27 min Not complete

    Learning objectives

    • Explain the purpose of RPG design in your own words.
    • Use the chapter vocabulary accurately in a short example.
    • Distinguish a strong example from a common misconception.
    • Create a compact reference for later practice.

    Key terms

    1

    Start with the purpose

    Place RPG design inside a game or decision scenario with limited information, competing options, and consequences. Name the result a learner is trying to produce and the constraints that make the skill useful.

    2

    How RPG design actually works

    These are the load-bearing ideas. Everything later in the course is an application of one of them, so it is worth reading slowly and returning to when something stops making sense.

    • Judge the decision, not only the result. Good decisions sometimes lose and poor ones sometimes win, because outcomes contain chance. Reviewing the reasoning available at the time is how skill actually improves.
    • Compare candidates before committing. The first plausible move is rarely the best one. Generating two or three options and comparing them is the habit that separates strong players and planners from quick ones.
    • Position beats immediate gain in most systems. Choices that improve your future options usually outperform ones that take the visible reward now. Naming which type a move is clarifies the trade being made.
    3

    Misconceptions worth clearing early

    Each of these is common, understandable, and expensive to leave in place. Recognising them now saves rework later.

    • Playing or deciding by pattern recognition alone. Familiar shapes feel safe and fast. Fix: Pause on important decisions and check what has changed from the pattern you are recalling.
    • Judging past decisions by how they turned out. Outcomes are the most visible information. Fix: Ask what you knew at the time; a losing decision made on good reasoning should be repeated.
    • Ignoring what the opponent or environment intends. Focus naturally sits on your own plan. Fix: Before committing, name the strongest reply available to the other side.
    4

    Build the mental model

    Connect the key terms as a process rather than a word list. Use this sequence: read the position, generate candidates, compare risks, choose, and review the decision rather than only the result.

    5

    Catch the common miss

    Compare a surface-level attempt with one that shows relevant observations, viable alternatives, explicit tradeoffs, and an honest post-decision review. Explain the single difference that matters most.

    CHAPTER 1 OF 5 · FOUNDATIONSRPG designLeaves you with an annotated scenario and decision logCOURSE PROGRESSpositioncandidatetempoKEY TERMS
    Live probability

    Roll until the pattern shows itself

    Choose an event and a number of rolls, then watch luck wobble around the true probability.

    Small samples lie. The gap between observed and expected shrinks as trials grow — the law of large numbers, seen instead of stated.

    • Run 20 rolls three times with Re-roll. How different are the outcomes?
    • Now run 400 rolls a few times. How different can they be?
    • Which event needs more rolls to look stable: 1-in-6 or 1-in-2?
    Side-by-side comparison

    Two reviews of the same game

    Both attempts look plausible from a distance. Toggle the highlights and study where they part ways.

    Aspect Result-based review Decision-based review
    Judgment A win means the plan was right Each decision judged by what was knowable at the time
    Alternatives The move played is the only one considered Two candidate moves compared honestly
    Lesson "Play better next time" One reusable rule extracted and written down

    Results are noisy. Decisions are the only thing you can actually train.

    Practice round

    Match the RPG design vocabulary

    Tap a term, then the definition it belongs to. Wrong guesses cost nothing but honesty.

    Retrieval beats rereading: pulling a definition from memory strengthens it far more than recognizing it on the page.

    • Clear the board once, shuffle, and beat your attempt count.
    • Say each definition aloud before tapping — then check yourself.
    Practice activity - 12 min

    Make a one-page field guide

    Create a compact field guide that would help a new learner recognize and begin using RPG design.

    1. Write a one-sentence definition and purpose.
    2. Add the four key terms with a plain-language example.
    3. Include one non-example and explain why it misses.
    4. Finish with a three-step starter checklist.
    Deliverable

    One annotated page or slide that can be reused in later chapters.

    Success looks like
    • The definition is specific.
    • Examples match the vocabulary.
    • The checklist is usable without extra explanation.
    Knowledge check

    Which response best shows a usable foundation in RPG design?

    1 question
    Which response best shows a usable foundation in RPG design?
    Not started

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    Ready to complete this chapter? Complete the field guide and answer the checkpoint before moving to guided practice.
  2. Chapter 2

    Worldbuilding: Guided demonstration

    Follow a complete Worldbuilding example from setup to result, pausing at the decisions that experts often make silently. Then repeat the process with support and check your work against visible criteria.

    29 min Not complete

    Learning objectives

    • Sequence the main steps in a reliable Worldbuilding workflow.
    • Explain why each important decision is made.
    • Complete a supported example without skipping verification.
    • Use a checklist to identify one correction.

    Key terms

    1

    Watch the whole process

    Trace a model from the initial prompt to an annotated scenario and decision log. Mark each point where the learner must observe, choose, or verify rather than act automatically.

    2

    The method, one step at a time

    This is the working sequence experienced practitioners follow. Do it in order the first few times, even where a step feels unnecessary.

    1. Read the position
    2. Generate candidates
    3. Compare risks
    4. Choose
    5. Review the decision rather than only the result

    The order matters: each step produces the information the next one needs.

    3

    Where this usually goes wrong

    Watch for these while you work through the demonstration rather than afterwards.

    • Playing or deciding by pattern recognition alone. Familiar shapes feel safe and fast. Fix: Pause on important decisions and check what has changed from the pattern you are recalling.
    • Judging past decisions by how they turned out. Outcomes are the most visible information. Fix: Ask what you knew at the time; a losing decision made on good reasoning should be repeated.
    • Ignoring what the opponent or environment intends. Focus naturally sits on your own plan. Fix: Before committing, name the strongest reply available to the other side.
    4

    Practice with scaffolding

    Repeat the model with one detail changed. Keep the prompts visible and say or write the reason for each choice before continuing.

    5

    Check before feedback

    Use relevant observations, viable alternatives, explicit tradeoffs, and an honest post-decision review as the quality test. Make one self-correction before asking the tutor to review the result.

    CHAPTER 2 OF 5 · GUIDED DEMOWorldbuildingLeaves you with an annotated scenario and decision logCOURSE PROGRESScandidatetemporiskKEY TERMS
    Story lab

    Give the world a plot to serve

    Worlds exist to raise stakes. Shape the arc first, then decide what your setting must contain to make that climax possible.

    The classic arc is a contract about attention: rising tension buys the reader's focus and the climax spends it. Late climaxes feel classic; early ones must earn their long ending.

    • Place the climax at 85% and describe what the short resolution demands.
    • Lower the stakes and watch what the flat curve does to the middle.
    Guided flowchart

    A complete Worldbuilding practice run

    Pause at each arrow and explain the decision before moving to the next step.

    Step 1 of 4: Read the task
    Practice round

    Rebuild the Worldbuilding method

    The steps of this chapter's method, shuffled. Arrange them so they would actually work.

    A method is a sequence, not a bag of tips — if the order surprises you, that is exactly the gap worth closing now.

    • Order the steps, then explain to yourself why step 2 cannot go last.
    • Shuffle again and solve it in fewer moves.
    Practice activity - 15 min

    Complete the guided run

    Use the chapter workflow to produce an annotated scenario and decision log for a slightly changed Worldbuilding example.

    1. Restate the task and constraints.
    2. Follow the model one decision at a time.
    3. Record the reason for two key choices.
    4. Check the result and revise one issue.
    Deliverable

    A completed guided example with two decision notes and one correction.

    Success looks like
    • The workflow is complete.
    • Decisions have reasons.
    • The final check produces a visible correction.
    Knowledge check

    During guided Worldbuilding practice, when is the best time to explain a choice?

    1 question
    During guided Worldbuilding practice, when is the best time to explain a choice?
    Not started

    Sign in to save chapter notes to your account.

    Ready to complete this chapter? Submit the guided example with decision notes, one self-correction, and the checkpoint response.
  3. Chapter 3

    Dice probability: Applied scenario

    Transfer Dice probability into a realistic scenario where the prompt is less tidy and more than one option may be reasonable. You will define the constraints, choose an approach, and defend the tradeoff.

    32 min Not complete

    Learning objectives

    • Extract the relevant facts and constraints from a realistic scenario.
    • Generate at least two plausible approaches to Dice probability.
    • Choose an approach using explicit criteria.
    • Explain the likely consequence of the choice.

    Key terms

    1

    Read the situation

    Translate the scenario into a clear task. Separate facts, assumptions, constraints, and information that is interesting but not relevant to Dice probability.

    2

    Choosing well under real constraints

    Applied work is mostly judgement under limits: less time, less information, and more competing goals than a textbook example allows. These are the decision rules that hold up in practice.

    • Two options seem equal: Prefer the one that keeps more future options open.
    • You are behind: Accept more variance deliberately; the safe line only helps when you are ahead.
    • You are reviewing a loss: Find the last point where a better option existed, not just the final mistake.
    3

    Reading the situation before acting

    Before choosing an approach, state three things explicitly: what result the situation actually requires, which constraints are fixed rather than preferences, and what evidence would tell you the approach is working. Skipping this step is the most common reason competent work solves the wrong problem.

    • The addition rule subtracts the overlap. The probability of A or B equals P(A) + P(B) minus the probability of both, because outcomes belonging to both events would otherwise be counted twice. That subtraction term disappears only when the two events are mutually exclusive.
    4

    Practitioner notes

    Small pieces of working knowledge that rarely appear in introductory material.

    • Convert probabilities into counts out of a natural frequency such as 10,000 people. Conditional-probability puzzles that resist algebra usually become obvious once written as counts.
    • When a question says at least one, compute the complement instead: one minus the probability of none is almost always the shorter route.
    5

    Compare real options

    Generate two workable approaches and test both against the purpose. Do not hide the tradeoff; name what each option improves and what it gives up.

    6

    Make the reasoning visible

    Produce an annotated scenario and decision log and attach a short decision note. The note should make the result auditable, not merely confident.

    CHAPTER 3 OF 5 · APPLIED SCENARIODice probabilityLeaves you with an annotated scenario and decision logCOURSE PROGRESStemporiskreviewKEY TERMS
    Live probability

    Roll until the pattern shows itself

    Choose an event and a number of rolls, then watch luck wobble around the true probability.

    Small samples lie. The gap between observed and expected shrinks as trials grow — the law of large numbers, seen instead of stated.

    • Run 20 rolls three times with Re-roll. How different are the outcomes?
    • Now run 400 rolls a few times. How different can they be?
    • Which event needs more rolls to look stable: 1-in-6 or 1-in-2?
    Practice round

    Match the Dice probability vocabulary

    Tap a term, then the definition it belongs to. Wrong guesses cost nothing but honesty.

    Retrieval beats rereading: pulling a definition from memory strengthens it far more than recognizing it on the page.

    • Clear the board once, shuffle, and beat your attempt count.
    • Say each definition aloud before tapping — then check yourself.
    Practice activity - 18 min

    Solve the scenario

    Apply Dice probability to a scenario from school, work, home, or community life that includes at least two constraints.

    1. Write the task, audience, and constraints.
    2. Sketch two possible approaches.
    3. Choose using three criteria from the chapter.
    4. Produce the result and explain one tradeoff.
    Deliverable

    A scenario response with an option comparison and a short decision note.

    Success looks like
    • Constraints are visible.
    • Both options are plausible.
    • The final choice follows the stated criteria.
    Knowledge check

    What makes an applied Dice probability decision defensible?

    1 question
    What makes an applied Dice probability decision defensible?
    Not started

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    Ready to complete this chapter? Finish the scenario response, compare two options, and explain the selected tradeoff.
  4. Chapter 4

    Encounter balance: Review and improve

    Learn to diagnose and improve Encounter balance work with a focused rubric instead of vague judgment. You will separate symptoms from causes, revise the highest-value issue, and document the before-and-after difference.

    29 min Not complete

    Learning objectives

    • Evaluate a draft using explicit Encounter balance criteria.
    • Identify the cause behind the most important weakness.
    • Choose a revision with high impact and reasonable effort.
    • Explain how the revision changes the result.

    Key terms

    1

    Use the rubric, not a feeling

    Review the work for relevant observations, viable alternatives, explicit tradeoffs, and an honest post-decision review. Record evidence for each judgment so feedback points to something observable.

    2

    Diagnostic checklist

    Run this before you revise anything. Diagnosing first prevents the common failure of polishing the parts that were already fine.

    • Check: Playing or deciding by pattern recognition alone — is this present in your work?
    • Check: Judging past decisions by how they turned out — is this present in your work?
    • Check: Ignoring what the opponent or environment intends — is this present in your work?
    3

    The quality bar

    This is what finished work looks like in this field. Use it as the standard for your revision rather than a general sense of improvement.

    • Decisions are recorded with the reasoning available at the time
    • At least two candidates were compared before committing
    • Review separates process quality from outcome luck
    4

    Diagnose before editing

    Name the symptom, then ask what decision or missing step produced it. Choose the cause you can address rather than changing everything at once.

    5

    Revise and compare

    Make one purposeful revision and compare the two versions. Keep the change only if it improves the intended result without creating a larger problem.

    CHAPTER 4 OF 5 · REVIEW & IMPROVEEncounter balanceLeaves you with an annotated scenario and decision logCOURSE PROGRESSriskreviewpositionKEY TERMS
    Live probability

    Balance an encounter on real dice

    Your encounter is a bundle of rolls. Set the event chance and roll count to see how swingy the design truly is.

    Small samples lie. The gap between observed and expected shrinks as trials grow — the law of large numbers, seen instead of stated.

    • Run 20 rolls three times with Re-roll. How different are the outcomes?
    • Now run 400 rolls a few times. How different can they be?
    • Which event needs more rolls to look stable: 1-in-6 or 1-in-2?
    Revision flowchart

    Evidence-led improvement loop

    Revise the cause of the highest-value issue, then compare the new result with the original criteria.

    Step 1 of 4: Inspect evidence
    Side-by-side comparison

    Two reviews of the same game

    Use this pair as your revision rubric: find which column your current draft sits in, one row at a time.

    Aspect Result-based review Decision-based review
    Judgment A win means the plan was right Each decision judged by what was knowable at the time
    Alternatives The move played is the only one considered Two candidate moves compared honestly
    Lesson "Play better next time" One reusable rule extracted and written down

    Results are noisy. Decisions are the only thing you can actually train.

    Practice round

    Rebuild the Encounter balance method

    The steps of this chapter's method, shuffled. Arrange them so they would actually work.

    A method is a sequence, not a bag of tips — if the order surprises you, that is exactly the gap worth closing now.

    • Order the steps, then explain to yourself why step 2 cannot go last.
    • Shuffle again and solve it in fewer moves.
    Practice activity - 16 min

    Run a focused revision cycle

    Review a previous Encounter balance artifact or the supplied flawed example, then improve the most consequential issue.

    1. Score the draft against three criteria.
    2. Quote or point to evidence for the weakest score.
    3. Name the likely cause and revise it.
    4. Write a before-and-after comparison.
    Deliverable

    A marked-up draft, revised version, and four-sentence change note.

    Success looks like
    • Feedback cites evidence.
    • The revision addresses a cause.
    • The comparison explains a measurable or observable improvement.
    Knowledge check

    Which feedback is most useful for improving Encounter balance?

    1 question
    Which feedback is most useful for improving Encounter balance?
    Not started

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    Ready to complete this chapter? Document one evidence-based diagnosis, revision, and before-and-after comparison.
  5. Chapter 5

    Safety tools: Capstone integration

    Integrate the course methods in a compact Safety tools capstone. You will define the brief, plan milestones, produce a complete result, gather tutor feedback, and leave with a repeatable next-practice plan.

    36 min Not complete

    Learning objectives

    • Translate the capstone brief into milestones and checks.
    • Combine the course methods without losing the central purpose.
    • Present evidence for the quality of the final result.
    • Choose the next skill to practice from the final review.

    Key terms

    1

    Define a finishable brief

    Choose a specific audience, result, and boundary for the Safety tools capstone. Reduce scope until the project can be finished and reviewed in one focused cycle.

    2

    Bringing the parts together

    A capstone is judged on coherence, not on the number of techniques it includes. Return to the core ideas and make sure the work demonstrates them rather than decorating them.

    • Judge the decision, not only the result. Good decisions sometimes lose and poor ones sometimes win, because outcomes contain chance. Reviewing the reasoning available at the time is how skill actually improves.
    • Compare candidates before committing. The first plausible move is rarely the best one. Generating two or three options and comparing them is the habit that separates strong players and planners from quick ones.
    • Position beats immediate gain in most systems. Choices that improve your future options usually outperform ones that take the visible reward now. Naming which type a move is clarifies the trade being made.
    3

    Standards that make the work credible

    These are the marks of work that would be taken seriously by someone who does this professionally.

    • Decisions are recorded with the reasoning available at the time
    • At least two candidates were compared before committing
    • Review separates process quality from outcome luck
    4

    Build with checkpoints

    Plan foundation, first draft, verification, and revision milestones. At each checkpoint, save evidence instead of relying on memory.

    5

    Present and continue

    Present an annotated scenario and decision log with a concise rationale. Use the final rubric to choose one strength to retain and one next practice target.

    CHAPTER 5 OF 5 · CAPSTONESafety toolsLeaves you with an annotated scenario and decision logCOURSE PROGRESSreviewpositioncandidateKEY TERMS
    Live probability

    Roll until the pattern shows itself

    Choose an event and a number of rolls, then watch luck wobble around the true probability.

    Small samples lie. The gap between observed and expected shrinks as trials grow — the law of large numbers, seen instead of stated.

    • Run 20 rolls three times with Re-roll. How different are the outcomes?
    • Now run 400 rolls a few times. How different can they be?
    • Which event needs more rolls to look stable: 1-in-6 or 1-in-2?
    Visual model

    Capstone learning loop

    Capstone learning loop The capstone is a complete cycle: define a finishable brief, build, review evidence, then choose the next practice target. 1 Brief 2 Build 3 Review 4 Continue

    The capstone is a complete cycle: define a finishable brief, build, review evidence, then choose the next practice target.

    Practice round

    Match the Safety tools vocabulary

    Tap a term, then the definition it belongs to. Wrong guesses cost nothing but honesty.

    Retrieval beats rereading: pulling a definition from memory strengthens it far more than recognizing it on the page.

    • Clear the board once, shuffle, and beat your attempt count.
    • Say each definition aloud before tapping — then check yourself.
    Practice activity - 22 min

    Complete the capstone sprint

    Create a complete Safety tools artifact for a defined audience and purpose, using the course rubric to review it.

    1. Write a brief with scope and success criteria.
    2. Create the first complete version.
    3. Run a self-check and request focused tutor feedback.
    4. Revise, present, and set one next-practice target.
    Deliverable

    A finished capstone, evidence of one revision, and a next-practice note.

    Success looks like
    • The result answers the brief.
    • Course methods are visible.
    • Revision follows feedback or evidence.
    • The next step is specific and achievable.
    Knowledge check

    When is the Safety tools capstone ready to finish?

    1 question
    When is the Safety tools capstone ready to finish?
    Not started

    Sign in to save chapter notes to your account.

    Ready to complete this chapter? Submit the completed capstone, revision evidence, rubric review, and one concrete next-practice target.

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