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 →
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 →
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.
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?
Mike Mearls' newest version of the ranger is a return to form for the class. But is that return to form a good thing, or simply a rehash of what's been done?
Much of monster design in D&D is quite rigid and uniform. Let's mix that up and introduce a little narrative to our monsters, eh?