Category Archives: Design

The Yuletide

In the Primordial Frontier campaign, we have two parties, a low level party that started at level 1 and a high level party that started at level 10. The level 10 party has its own ship, the Yuletide, with Saoirse … Continue reading

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

Realism Vs. Fun

I’ve been thinking about writing about this for a long time, but didn’t because I didn’t have any particular thoughts, but at some point, I just have to write it. The reason that the conflict of realism and fun has … Continue reading

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

Is Failure an Option?

I’ve been thinking a lot about how to set conditions for failure in a tabletop RPG. On the one hand, tabletop RPGs lend themselves well to total and final failure in a quest because, while we strive to achieve our … Continue reading

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

Social Pacing

Tabletop Roleplaying Games are largely social games. While focus on other core gameplay aesthetics (Narrative, Fantasy, Challenge, Discovery) vary from table to table, Fellowship is almost always a big part of why we gather round the table each week to … Continue reading

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

Tyranny of Mundanity: Retrospective

The Tyranny of Mundanity campaign has recently finished, and it did not go as planned, so I thought it would be interesting to look back on how it played out. This is also the first time I’ve run a campaign … Continue reading

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

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 , , , , , , , , , , , | 3 Comments

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 , , , , , , , , , , , , | 3 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 , , , , , , , | 2 Comments

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