#Dungeon23 retrospective
2023 is over, and with it, the #Dungeon23 challenge: a yearlong effort to create a 365-room megadungeon, one day at a time. Now that I’ve filled two notebooks with a pair of soulslike adventures, I’m...
View ArticleBack from the Grave?
People sometimes ask if I plan to make a second edition of Grave to correspond to the updates in the second edition of Knave. 1⃣ The answer is: sort of, maybe but not quite. But I’m closer to it now...
View Article“Perfect” is a moving goalpost
I wrote something on the last page of a journal today, and decided to transcribe it here to my blog so I don’t forget it when I shove this notebook in a box in the basement. It feels like something I...
View ArticleWIP it good
Someone asked me on Discord recently whether one of my projects labeled “WIP”—work in progress—was still under active development. I said: I intend to finish it, but it can’t say for sure when. I had...
View ArticleMath Wrath
Figuring out the “best” way to handle arithmetic in a game is my least favorite part of playtesting. I obsess over it anyway because I want to save myself—and GMs/players who feel similarly about...
View ArticleWastoid devlog: A playtest campaign overview
Awhile back, I reflected on my blog, “if I only have limited energy to do a thing or talk about doing a thing, I’m better off skipping the talking.” It’s a useful philosophy, I think, but only to a...
View Article20 post-apocalyptic raider encounters that (probably) end without bloodshed
My playtest campaign of Wastoid culminated in an arena battle against a legendary cryptid in front of a massive crowd, competing to win the last well-preserved painting in the local wasteland. The...
View ArticleThree-round combat
When running D&Dish games, I prefer combat to feel swift and decisive, and I appreciate rules that support this. Keeping all combatants’ hit point totals relatively low discourages it from...
View ArticleChain reaction design
I prefer my tabletop RPG rules pared down—just this side of “Let’s Play Pretend.” I still deploy a range of rules, though, because my games often wear their inspirations on their sleeve, and those...
View ArticleA principle for modular RPG design
Inside me are two wolves. One’s favors hyper–minimalist rules, just this side of “let’s play pretend.” The other has been working on-and-off for years on a game with 7 ability scores and over 70...
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