Trap Design

In a tabletop game, “traditional” mechanical traps are awkward to include in a dungeon, and that is a real shame. I commented briefly on the problem of traps in my post on module construction, but now I want to dig into that topic more deeply and propose a new solution […]


Mage: the Awakening – The Five Supernal Winds

Some time back, Onyx Path Publishing put out an open call for writers to work on World of Darkness lines. I submitted the following, and since I was not sworn to secrecy on pain of death, I’ve decided that it would make some good blog content. It’s a… kinda weird […]


LARP Design Diary: Mega-Teams and Other Social Dynamics

Now that another Dust to Dust event is in the recent past, I can spare some time for blogging. Today I’d like to talk a little bit about the social dynamics of LARPs, with particular attention to mega-teams. This post is inspired by a conversation I had with Samhaine; ironically […]


Character Creation by Card Draft

Not that long ago in G+, Rob Donoghue proposed the idea of distributing secrets to players at the start of play by means of a card draft. Shortly before Cam Banks posted the same idea, it occurred to me that starting character stats could be distributed with a card draft […]


Menzoberranzan Rebuild: Lloth

About six months ago, I wrote about my conflicted relationship with the Forgotten Realms setting, and mentioned that I might like to rebuild Menzoberranzan and the conception of the drow as a whole. My problem with them is that the Menzoberranzan boxed set is written to support an urban, all-drow campaign, […]


Quintessence Design Diary: Skills and Attainments

In working on Quintessence of Dust, I decided that I liked some parts of D&D Next’s skill list, and didn’t like others. Of course, I’ve talked about D&D Next’s skill model extensively. I particularly liked the skill-die model of earlier playtest packets, with skills rated +0 to +1d12, and with each […]


High-Level Plot Writing

Quite some time back, I talked about the problems of high-level gameplay in D&D and made an assertion that the concepts weren’t the problem, and that it was easy to scale up to higher fantasy and power on the story front. This assertion was not supported in the comments. It comes […]


Dungeon Remodeling Projects

Not very long ago, I posted a lengthy praise of Below, and in that post I talked about how much I liked the way it lets adventurers alter parts of the dungeon to their own convenience. I may have even waxed a touch loquacious about it. I can’t remember the […]


Module Construction: LARP and Tabletop

In response to this post, +Matt Lichtenwalner asked: LARPing’s not my bag, but I am curious about the module building and how it relates to ‘traditional’ module building.


The Barrows: A Dust to Dust Boardgame

With constructive and much-appreciated feedback from friends, I’ve created another boardgame for Dust to Dust. As with its predecessor, and the Duel Arcane, the goal is to create uniquely setting-appropriate ways to pass the time with your friends, mostly using pieces that characters already have a reason to carry on […]