Dungeon World


Game Design Is Input/Output 1

“It is a truth universally acknowledged, that a game designer in possession of even a modest audience must be in want of a clever new way to talk about fundamental design.” — Jane Austen, on The Forge, circa 2003, probably. This is one of those abstract-theory posts that might be […]


Design Comparison: Exploration and Journeys

Far over the Misty Mountains cold To dungeons deep and caverns old We must away ere break of day, To seek the pale enchanted gold. —The Hobbit On one hand, talking about the Ranger class in this blog has had me reading the Exploration rules. On the other, I’ve been […]