![Face on teapot](/content/images/size/w600/2024/01/il_680x540.2975203793_sfvt.jpg)
D1 Tea for the Teapotman
Journaling a new Dolmenwood campaign, and reflections on starting with momentum and challenging characters.
Journaling a new Dolmenwood campaign, and reflections on starting with momentum and challenging characters.
Triple threat: a New Year's resolution mechanic, synchronous world-building challenges, and #GoodHuman24
Does campaign play necessitate character advancement, and are Oddlikes really at a disadvantage?
The fantasy heartbreaker as a term has been thoroughly reclaimed by intrepid creators who just want to put some of their skin into the game. I have an unreasonable fondness for these endeavours, drawn by their modest glimmers, and pin them in my gaming folder of shame. Akin to insecta
How can we simplify task design by leveraging natural affordances?
How Deathmatch Island and The Silt Verses RPG play with endings.
Most games don't want to be played. So what does it take to rise above the ranks?
We don't ask dungeon crawling procedures to do the heavy lifting for creativity, so why should journeys?
Graph theory, flippant orthodoxy, and lighting the beacons.
Hold your breath, make a wish, count to three.
The matter of how best we play our own Little Wars around the game table has completed innumerable revolutions throughout the history of the hobby.
A small child barely waist-high and clad in sooted rags proffers you an unremarkable river stone, begging a "mere glint" of 1 gold piece for their lucky stone (HP 1, stats as goblin).
Of the infinitely divergent imaginable realities, why choose a staid simulacrum of our own, but with elves?
Roll with the questions is fire, leading to the secret sauce of modular old-fashioned adventure gaming!
Exemplars for when fewer rules may enrich play, and the ritual slaughter of sacred cows.
When is game design like painting with acrylic or oil on canvas, and when is it akin to sculpting?