Sunday, April 5, 2026
How to Talk About Difficulty
Sunday, September 7, 2025
How Do You Handle the "Inside" of a Hex? (George Lucas Special Edition)
Thursday, July 3, 2025
Seven-Part Pact: Authority
Wednesday, July 2, 2025
Seven-Part Pact: Consequences
Tuesday, July 1, 2025
Seven-Part Pact: Combat
Monday, June 30, 2025
Seven-Part Pact: Companions
Sunday, June 29, 2025
Seven-Part Pact: Time
Saturday, March 22, 2025
Urban Gameplay Part 6: Concrete Jungle Gyms
Friday, March 21, 2025
Urban Gameplay Part 5: Breaking Ground (without breaking your back)
Thursday, March 20, 2025
Urban Gameplay Part 4: Megacities (aren't always the answer)
Wednesday, March 19, 2025
Urban Gameplay Part 3: Maps (usually aren't useful)
Tuesday, March 18, 2025
Urban Gameplay Part 2: Crawling (is not the answer)
Monday, March 17, 2025
Urban Gameplay Part 1: the Search for the Holy Grail (is futile)
Thursday, January 23, 2025
Defeat, Not Death
Tuesday, December 3, 2024
My (Moderately Tested) Theory of Fear
Saturday, July 13, 2024
A True Test of Skill
Monday, March 25, 2024
No Foolproof Illusions
[By the way, Sandra's blog is absolutely bonkers. She's written about blorb a lot but you'll have to hunt for it. Good luck]
Wednesday, January 17, 2024
Capsule 💊 Games – Part 3: Goals
"Dungeons and Dragons."
"That sounds cool. What it's about?"
"It's a game where you go treasure hunting."
Sounds like a fine premise to me. Sign me up.
A lot of people find the idea of a "win condition" in an RPG to be utterly baffling. The way that you "win" at D&D is by having fun, right? But like... wouldn't that be true of all games? Isn't that just a bizarre dismissal when you really think about it? People don't seem to balk at sports or board games or escape rooms having a win condition. You can both have the goal of "have fun with your buddies" and have the goal of "win the game" simultaneously, believe it or not. In fact, they often reinforce each other!
Friday, January 12, 2024
New Year’s Resolution Mechanic: Taking Your Time
Prismatic Wasteland has issued a challenge to come up with a new mechanic for basic task resolution in RPGs. While I appreciate crossovers, ping pong posting, and pretty much anything that promotes active blogging, I also must state that I find this whole premise downright disgusting, and take great personal offense to it.
So anyway here's my submission to the challenge. It's not a good one. Overthinking simple stuff is rarely fruitful for a pea-brain like me.
This post is in four parts. First, I have to rant for a bit about theoretical bullshit for context. Second, I finally explain the rule. Third, I talk a bit about what inspired it and what I like about it. Fourth, I have an alternative to my rule that's much less fleshed out.
Monday, January 8, 2024
Capsule 💊 Games – Part 2: Player Characters
Most people would be utterly aghast at the notion of an RPG where you don't get to make your own character. To many folks, they are one and the same synonymous. But why?
Video games don't have any hang-ups about this. Skyrim is cool, partly because you make your own character. But The Witcher is also cool, not even in spite of you playing as Geralt of Rivia, but largely because of it. Nobody has ever been like, "aw man you mean I have to play as Geralt?" No, people are like, "oh hell yes I get to play as Geralt!"
And yet I've seen so many RPG players get bent out of shape merely for having characters randomly rolled instead of personally constructed. I've seen players refuse starting packages like in Electric Bastionland or playbooks like in PbtA games. Which is a real shame! Those games aren't even forcing you to play pre-made characters. They're just trying to suggest details about the world and its inhabitants through character options. That's a really interesting and thoughtful application of design.













