Friday, November 14, 2025
Happy Birthday Knight at the Opera: 6 Years of Blogging
Monday, September 8, 2025
Appendix T&T
Tuesday, July 15, 2025
Board Game Endings, Ranked
Monday, June 23, 2025
Review of Initiative Methods
*For me, it was Fantasy Craft.
Monday, March 17, 2025
Urban Gameplay Bibliography
Monday, June 10, 2024
EVERY Initiative Method??
Monday, May 27, 2024
Deconstructed Ravenloft for Dinner - Mindstorm Guest Blog
Wednesday, December 28, 2022
Product Identity? In MY Monsters?
Notorious bird Prismatic Wasteland is up to his antics again trying to get decent, law-abiding folks to weasel their way around legal trouble, and I'm here to help.
I put together a similar list a while back and I figure it's worth sharing.
First, More Names for the Monsters He Covered
Mind-Flayer: Bathalian (Reaper Minis), Cephalid (Dark Sword Minis), Mind Lasher (Old School Essentials), Octopoid/Gastropoid (The Black Hack), Philosophers (Zak S), Brain Fiend (Fantasy Craft), and, arguably, Genestealers (Warhammer 40K).
Beholder: Eye Tyrant (the alternate, generic name they already have in D&D), Eye Beast (Reaper Minis), Eye of Terror (Old School Essentials), Gazer (Dragon's Crown), Watcher in the Dark (Fantasy Craft).
Personally, the name I'm using is an Oculus.
...Just... just get rid of the Orientalism, they'll be fine. Really.
I offer to you: Nagendra (Reaper Minis), Librarians (Zak S), and... that's all I could find. Really disappointed to see how many companies just go with "snake men" or "snake folk" for these guys.
Monday, December 26, 2022
Not All Balance is the Same
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| Artist Credit: Wayne Reynolds |
So while you very likely have strong opinions about this word, it might be useful to take a closer look. In this article, I'm going to examine six ways that the word "balance" commonly comes up when discussing RPGs, and why it's important to recognize that they are indeed distinct.
As usual, I will mostly be making reference to ol' D&D as my primary example, but don't mistake that for meaning that this only carries relevance to D&D alone. All kinds of gaming philosophies might benefit from a little bit of thought about these six different meanings for the word "balance," even if there are some that you can safely dismiss. So yeah, balance matters to other crunchy games like GURPS and Lancer and Genesys-system stuff of course, but it can also come up in your rules-lite games, story games, FKR games, lyric games, and so on. If you want to design a Star Wars game and you aren't sure about how to handle the Force, or if you're going to be running a Call and/or Trail of Cthulhu and are crafting a mystery for your investigators, or you're making a random mutation table for a Mothership adventure you're writing, then there's likely something in this post that you should be thinking about. It just might never have occurred to you before because you're only ever thinking of one possible definition out of many.
Saturday, August 6, 2022
8 Opinions about Spider-Man
Per the demands of Prismatic Wasteland, I have to write a blog post about Spider-Man. So what do I say about Spider-Man that hasn't already been said?
I decided my best bet would be to just create a shitty clickbait post with no real substance and lots of bad takes.
Saturday, July 23, 2022
A Primer on Star Wars RPGs
If you've received a link to this article, you may have just asked the question, "what's the deal with Star Wars RPGs?" The first part of this post is a succinct overview of all the major (and some minor) options out there which cover this need.
I decided to write this because in the last two weeks, I've seen at least 4 Reddit posts and a couple Discord messages where people asked that very question, and I get tired of explaining it. So if you see someone asking that question, link them to this article.
Friday, July 1, 2022
Traits of the Mythic Underworld
The "Mythic Underworld" is a term popular in the OSR that was (probably) coined by Trent Smith and then popularized through an essay by Jason Cone in Philotomy's Musings. Cone argued that the rules of OD&D can be interpreted to suggest that the "dungeons" that adventurers delve into aren't really to be understood as real, logical spaces created by normal people or natural processes. Rather, they're more like a surreal, dreamlike, and hostile realm that runs on its own twisted logic, which might be inconsistent. It gives the referee some leeway to make a contrived, game-y, "funhouse" dungeon instead of stressing about accuracy or rationality.
Much of what Cone describes are just traits of megadungeons, or even simply dungeons in general. Things like, "non-linear pathways" and "lots of connections between levels" aren't really mythic, they're just good level design. So, extracting from his original writings on the matter, here are the traits he identifies that are actually mythic (in my view):
- It's so large it might have infinite levels.
- The deeper you go, the more dangerous it is.
- Its layout may change over time.
- Doors are locked/stuck for PCs by default, but automatically swing open for monsters.
- Related, it is shrouded in darkness, but all monsters have infravision.
- It should be noted that when a monster is persuaded to join the party, they lose these two privileges! This strongly suggests that the space itself is intentionally rewriting its own rules to oppose the players.
- Torches and whatnot might be randomly blown out by a strong gust of wind, despite the fact that you're deep underground in, like, a tomb or something.
- Party incurs fatigue/stress the longer they spend in the dungeon (taken from Basic D&D).
- Rations spoil once you enter the dungeon (BECMI D&D, thanks to ktrey from d4caltrops.com)
- When the players open treasure, monsters might pop out of the walls, generated from thin air (taken from the board game HeroQuest).
- Monsters don't exist until the players first observe them. Thus, exploration should be slow and methodical or else the players will too quickly surround themselves in monsters (also taken from HeroQuest).
- The monsters cannot set off traps (HeroQuest again but I wonder if this might be encoded in D&D somewhere in its history).
- The scenery and room features attack you (countless haunted house media, but in this case I was inspired by the 2006 movie Monster House).
- Stairs turn into ramps, doors start randomizing where they lead to, hallways become endless, secret doors appear and then disappear (no, I don't mean they become hidden again. I mean they stop existing), etc. (more haunted house shenanigans).
- Weird M.C. Escher gravity rules.
- Advanced Darkness.
- Every hall keeps leading back into the same room no matter what, and it's full of horrible doppelgangers (the Black Lodge from Twin Peaks).
- Doors to rooms that would overlap each other, doors into rather thin walls, windows to the outside world in an interior room, doors/windows/entrances moving which side of the room they’re on, etc. (the Overlook Hotel from The Shining).
-Dwiz
Wednesday, April 20, 2022
How to Make Combat Spicy
I have bigger, better articles in the works but I noticed my output has slowed down, so back into the vaults I go. I've dug up this list from many years ago and adapted it. This was inspired by a recent claim I made that there's such a thing as "system-agnostic combat encounter design" that you can and should learn, which many people were resistant to. Here was the original pitch I wrote for this:
I've talked to many people who think that combat in 5E isn’t really fun. There are many arguments for this, some of which are perfectly valid and some of which just come down to subjectivity, but by far the most common argument is this: they say that because it removed so many mechanical elements from the process (e.g. flanking mechanics, using miniatures and grids by default, having to take feats and shit to move in conjunction with an attack, having to spend actions on drawing weapons and reloading crossbows and shit, no full-round attacks, etc.) that there aren’t enough options in combat to keep it interesting. And they say that, because of this, every combat is just, “I make a basic attack. ...I hit. …alright I attack again. ...I hit. ...alright I attack again. ...I missed" for like 10 rounds.
But I can’t say that I agree. My own group doesn’t have this problem and it’s not like we're working that hard to avoid it, either. No, it doesn't have a bunch of "cool power buttons" to press like 3.5E and 4E. But you still can do all sorts of creative things as long as you think of something useful and cool other than “basic attack,” and the DM thinks they can run with it.
The goal of 4E D&D was to have the rules do all the heavy-lifting for you. It has intrinsic tactical depth, but the effort they put into that came at the expense of pretty much everything else. 5E asks you to put in some extra work if you want to have an action-oriented adventure, but it does so because it's also granting you the freedom of tactical infinity.
To put it shortly, are you really all that surprised that your combat hasn't been fun when you keep throwing your players against 5 regular goblins in a blank, flat room with no secondary goals or complications to the situation? Doesn't it feel a little silly to blame the rules when that ends up being a boring experience?
Of course, I know you believe me. You know what I'm talking about. There've been many other writers who've developed some theory as to what makes this work. Chris McDowall has "Information, Choice, Impact." Patrick Stuart has "Game vs Threat" (found in his book Silent Titans. [EDIT: I've decided to just splice the page in at the bottom of this post since it was bugging me that I couldn't find anything about it on his blog]). The Monsters Know What They're Doing has made a career of their theory. Runehammer has a great series on "Room Design" that covers what I'm talking about. 4th Edition D&D made use of one of my favorite game design concepts innovated by DOOM: "Orthogonal Unit Differentiation" (watch that video, it rocks). I even once claimed that there are literally only two enemies you ever need (which is a lie, but a good lie).
But this was my own effort from years ago that I think holds up pretty well. It's just a list. Not a theory or a formula, just a list of elements to include.
Friday, December 24, 2021
Subterranean Thoughts
So I recently took greater notice that many of my favorite gaming writers will post little snippets of what they've been working on to their blog. Even if it's incomplete, it's still a solid preview, can build hype, and is probably somewhat usable on its own. So why don't I try that?
My home campaign setting is called Underworld, and is all about that sweet, dank Underdark, baby. When I first started working on it, I spent a long time thinking about how to bring more out of the Underdark experience in D&D. How much depth would need to be added in order for that one trope to carry an entire campaign? And I like thinking in terms of rules and mechanics at least as much as lore, when it comes to worldbuilding and reinforcing themes.
The following materials were mostly written around 2016 and 2017 but I was heavily sidetracked by worldbuilding and "higher level" game design. Oh, and getting a bachelor's degree. But I consider all of this to be stuff that I one day will return to and do justice, because it's important (in fact, I made a couple edits as I copy/pasted it here). I anticipate eventually either putting this stuff into a Brave supplement that'll have rules, systems, and tables for Underworld stuff, or I might just compile and publish my setting outright and put this stuff there instead. Contained within the following thoughts are some implied setting assumptions that may not be true for the "default, vanilla" Underdark, but you'll still enjoy it. Plus, I included lots of great pictures you'll want to expand.
And yes, the release of Veins of the Earth did stifle me a bit. But while that book is indeed excellent, I also think you'll agree that much of what follows builds onto it quite nicely and covers things it doesn't address.
Sunday, December 5, 2021
A Thorough Look at Skill Challenges (Part 1: the Rules)
The "Skill Challenge" is an interesting type of generalist gameplay procedure that's not a core experience of many games, but which often comes recommended as a good level design trick for all sorts of reasons. Here's kind of a funny game you can play: try asking a question on any RPG thread or forum or Discord community about "how would you adjudicate so-and-so challenge?" and see how long it takes for someone to recommend using a Skill Challenge (SC).
Monday, September 6, 2021
Happy Birthday Knight at the Opera: A Blog Retrospective
Monday, May 10, 2021
Not All Crunch Is the Same
I am definitely guilty of this, in case anyone wants to call me out.
Look, there are lots of ways in which a game can be made complicated. Rules can play many roles. The devil is in the details. It is genuinely worth it to sometimes take a moment to look under the hood and see what kinds of rules are in the game before dismissing it.
Some games have lots of rules but they're fairly intuitive (once you know how spellcasting works in Ars Magica you can start using it quite naturally). Some games have relatively few rules but they are difficult to master. Some games have lots of rules but they're all built using the same core ingredients, so once you learn the "Rosetta Stone" mechanic then everything else falls into place (most universal systems rely on this, like Savage Worlds or FATE. I would argue D&D 5E does it pretty well. It's very "rulings over rules" friendly). Some games have a ton of rules that are all disconnected and are each a subsystem that you have to learn separately and it's a pain in the ass (sigh... Fantasy Craft).
However, I want to put the spotlight on very specific types of mechanics that, yes, are all more rules than you would ordinarily need if you were just running something like B/X D&D, but aren't necessarily all equal in how much they truly complicate or restrict the game.
Sunday, March 21, 2021
On Dungeon Size
In the most recent Questing Beast Q&A he and his guests gave their thoughts of "ideal dungeon size" and it got me thinking. Here's a link to the part of the video where they discuss it. After some consideration, I want to propose 4 basic size classes of dungeon, divided partially by number of rooms but, more importantly, by the effect they have on the core gameplay loop of your campaign.
Thursday, March 18, 2021
An Incomplete History of Mazes in RPGs
This will ultimately lead to, at some point in the future, a set of rules I've made based on what I've learned. I'll include those in my RPG Brave when it's released, but whenever I make a first draft I'll probably post it on my blog as a standalone procedure. If you find any other unique takes on mazes in RPGs I'd love to read them, but this isn't meant to be exhaustive.
Friday, January 22, 2021
Elves Part 3: Elf Subraces
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| Artist credit: Steve Prescott |










