Header Image by Tonton Revolver. Ready for a confession? I’m running a pretty crappy campaign, right now. Don’t get me wrong, I’m trying to keep everything interesting and fun on a moment-to-moment basis, and I think I’ve mostly succeeded in that. But it’s not up to the standards I set for myself. There’s next-to-no narrative... Continue Reading →
Horizon Zero Dawn brought us a hero who scavenged the world for parts and crafted her own unique weapons. Let's bring that concept to D&D, shall we?
Unearthed Arcana is back with a few more subraces. And this one’s for the elves. Specifically, we’re looking at the Avariel, the Grugach, Sea Elves, and the Shadar-Kai. Special note, I’m not really going to talk about the racial features of each subrace presented here. They’re fine, for the most part. What I’m interested in... Continue Reading →
It's been nearly two years since I talked about the ranger. Now, I present my newest (and I think best) version of the class.
I’ve been thinking a lot lately about something I call Player-Facing Design. I’m sure I didn’t come up with this concept. I bet it’s not even an old one. But it’s something I don’t see people talking about too much, so I’m going to talk about it. The idea comes from consumer-facing initiatives in business.... Continue Reading →
Everyone seems to be talking about Initiative, lately. Mike Mearls proposed his Greyhawk Initiative system and now everywhere I look around the blogosphere, people are either critiquing that system or proposing their own. Even Matthew Colville, who rarely speaks on mechanical issues decided to talk about initiative in the wave of this new system. And... Continue Reading →
This is not gaming-related. Call it an experiment in other topics. If you were REALLY looking forward to seeing the movie LIFE, or if you’re just particularly spoiler-wary, then I encourage you to do so before reading this. Because I am about to spoil the shit out of LIFE. This feels kind of weird because, on... Continue Reading →
Owlboy is finally out! Interestingly, it has something to teach us about maturity and failure in game design.
I've talked a lot about monster design. Now, it's time to take the next step. Let's design something...legendary.