Player-Facing Design

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 →

The Art of Starting a Fight: Narrative Initiative in D&D

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 →

Owlboy, Maturity, and Failure

Owlboy is finally out! Interestingly, it has something to teach us about maturity and failure in game design.

Unearthed Arcana Review: Encounter Building

So the D&D crew finally came up with some new encounter building rules. Well, let's see if I can tear them apart, shall we?

Messing With Monster Design 2: Instant Monsters

Ever get tired of taking ALL THAT TIME to write full stat blocks? Then have I got the design method for you...

RPG Rant: I Am a Selfish Designer

Sometimes, I really miss Pathfinder. Now, don’t get me wrong. I love Pathfinder just as much as I used to, and some distance from it has really softened the edges of the system a bit (I even have a kind of appreciation for the glut of classes it currently has). But 5e has become my... Continue Reading →

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