Category Archives: Design

Extrinsic Game Costs

I like puzzles in my games. I’ve mentioned before, however, that they present a challenge of design for to their reliance on player ability and not so much character ability. In my previous post, I gave some tips based on … Continue reading

Posted in Design, Resources | Tagged , , , , , , , , , , , , | Leave a comment

Real-Time Jazz Band

For a year now, I’ve been running a real-time, jazz band campaign in my Haven setting, so I thought now might be a good time to sit down and think a little about how it’s gone. To start with, let … Continue reading

Posted in Design, Play Report | Tagged , , , , , , , , , , , | 1 Comment

The Pacing of Fear

I’ve been meaning to do some more writing on game design topics for Game Masters, having touched on aesthetics of play (specifically with traps) and negative possibility space in the past. One aspect of game design I’ve been focusing on … Continue reading

Posted in Design, Resources, Roleplaying | Tagged , , , , , , , , , , , , | 2 Comments

Running Puzzles

Puzzles are understandably controversial as tools in roleplaying games. Some people love puzzles, some people hate them. The more relevant dilemma is the extent to which puzzles are a staple of dungeon design and fantasy settings, while at the same … Continue reading

Posted in Design, Encounters, Puzzles, Resources | Tagged , , , , , , , | 1 Comment

Negative Possibility Space at the Table

I’ve recently described being a Game Master (specifically those of us who built our own world and write or own campaigns) as similar to being a game designer, a game designer whose resources are extremely limited, whose content only gets … Continue reading

Posted in Design, Resources, Roleplaying | Tagged , , , , , , , , , | 2 Comments

Durlag’s Tower Level 2-CPNR

Before you watch the video below, you should take a look at the Extra Credits series introducing the CPNR method of dungeon design by applying it to level 1 of the tower. I don’t do anything to explain the purpose … Continue reading

Posted in Design, World Building | Tagged , , , , , , | Leave a comment

Why Traps?

The purpose of this post is to finish working through my thoughts on what purpose traps have in tabletop RPGs. I started the process with a rambling video a couple weeks ago, and this week I mean to say some … Continue reading

Posted in Design, Puzzles, Resources | Tagged , , , , , , | 3 Comments

Rambling About Traps

In two weeks I’m going to be posting a more precise analysis of what I ramble about here, but if you just can’t wait, here are my initial thoughts. In the meantime, check out the new shop page.

Posted in Design | Tagged , , , , , , , | Leave a comment

Enchantment-Lesser Whisper Plate

Helbren adjusted the shoulder plate of his shining armor as he stepped into a side corridor. It would be a few minutes before he was missed and, walking briskly, he quickly made his way toward the gate room. He tensed … Continue reading

Posted in Design, Enchantment | Tagged , , , , , , , , , , , , , | Leave a comment

What is Queuing?

Over the last month or so I’ve made some mention of what I call “queuing.” It’s the method I intend to use to make multiplayer actions simultaneous (outside of combat) without them being at all real time. Part of my … Continue reading

Posted in Coding, Design | Tagged , , , , , | Leave a comment