16 Jul 25
Matt Leacock just posted his difficulty ideal on BGG.
Design the game such that:
if a group of people appropriately self-selects a well-defined difficulty setting,
that their odds of success will be about 50/50,
30 Mar 25
16 Dec 24
“Cramped spaces are the foundation of camaraderie, I say!”
27 Jul 24
With Wanderer, instead of using the motif table, I’m thinking of using story cubes or tarot cards or oracle cards or even Codenames or Dixit cards. Or scrap paper or even those li’l Japanese cardboard flashcard keyrings. Or writing the motifs in the margin of all the pages (writing some of them several times) and flipping to a random page.
I’m hoping the rest of the game—the themes, the adventures, the episodes, the inspiration structure, the questions—will really fly without the grid-based lookup.
17 May 24
Once more stumbling into so much discourse about me that I had never heard of.
First of all, they’re codifying one variant of antiblorb.
18 Apr 24
Wildsea from My First Dungeon Pod
25 Mar 24
And to Technoskald but that one I had seen and dug before!
Dwiz (is that someone from S-G or WRNU? They seemed to have a rock solid grasp on my mighty works) also linked to.
Great! Similar vibes to my own “riss” except I wrote RISS before I became a good writer and it shows.
This is great.
“Designer (?)”, I love that.
19 Feb 24
Via A Reyes on dice.camp.
13 Feb 24
God this is so spot on.
So, designers, please find the players everyone else hates. Find them and coerce them into play games with you. Don’t guide them or help them or anything else, let them make the most ridiculous and broken interpretations and then fix them afterwards.
It will make your game and your rules so much stronger.
27 Dec 23
Tabletop role-playing games have long existed in the shadow of D
26 Dec 23
The number one site for finding games and professional GMs for any game system and any virtual tabletop. Play D