Category Archives: Resources

Why Play RPGs

Regular readers of this blog don’t need to be convinced to play RPGs. And they don’t need to be justified either. You enjoy it, that’s all the justification you need for a hobby that’s not hurting anyone. No, the purpose … Continue reading

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Scroll Puzzle Generator

Almost five years ago I programmed my first hands-on puzzle for my players. I still use it from time to time, and it’s still available for free download. Richard’s Confounding Wall was a cool format, but its images (the Mind … Continue reading

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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

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Sentient Skies Released!

I am happy to announce the release of something I’ve been working on for some time, the largest and most complete module I’ve made to date: Sentient Skies! Sentient Skies is a module that brings aliens to invade your existing … Continue reading

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DM Tip: Perception Test

I’ve seen other RPG creators having fun with googly eyes in their source books and maps and such, and thought I’d bring my own independently developed googly eye idea to the table. This is something that started innocently enough. My … Continue reading

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Aesthetics of Play and the Hook

Readers of the blog know that I like to think about how to use individual game elements in RPGs to serve the core aesthetics of play. In the past, I’ve addressed traps from this perspective and dived into Fellowship pacing, … Continue reading

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Random Target Selection

When I GM, I like to have my enemies pick targets semi-randomly. I try to assess what would be realistic for them to do based on the battlefield situation and threat level, as well as the type of enemy. This … Continue reading

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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

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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

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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

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