A few weeks ago, VintageRPG posted about the Dungeon Master’s Guide and mentioned how they’ve “kind of doubted the utility of DMGs for a long time. The only one that holds genuine, continued interest…Continue readingNo Masters, Only Dungeons
Category: System
Roleplaying game theory, systems, design.
Roleplaytime
To be clear: what follows are my thoughts, not the pronouncement of some authority on high. I am convinced mistaking words for truths is the root of many mistakes. I hope we all avoid…Continue readingRoleplaytime
No, you didn’t get anything wrong, I just decided to start with the 3rd section for now to skip the prologue, the part with the roman numerals, the chapter that’s for those players who…Continue readingSeacat 3: Superbasics
A consistent problem I’ve always faced in role-playing games is how to quickly introduce new characters to the game, both non-player characters and player characters. Whether the player’s hero has died, or they need…Continue readingQuantum Characters and the Tabletop Role-playing Game
While the Ultraviolet Grasslands (kickstarter complete and awesome, yay!) is a road-tripping, point-crawling game that mixes a lot of OSROWHY sensibilities with a whole lot of heavy metal, I’ve never been fully satisfied with…Continue readingBetter Than Dead: Death Replacement Mechanics for UVG (and Skeleton)
Why adventure games would be wise to use transparent and simple dice mechanics.Continue readingAdventure, Dice, Oracles, Transparency, and Chaos
Would it be fair to say that Gary Gygax, a founder of the modern role-playing hobby, was an accountant with a love of war-gaming? It would. As I completed the Ultraviolet Grasslands manuscript in August, finished…Continue readingNatural Language Roleplaying Games