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A Bag Full Of Cats

One of the jokes about older versions of D&D is that there was nothing more deadly to a wizard than a bag full of housecats. It’s a double edged joke (made utterly unfunny in explaining) that highlighted both the fragility of wizards, who had trivially small numbers of hit points, and the problems with assigning […]

The Sports Paradox

Every now and again someone gets it in their head that they want to do a sport-based RPG. It’s a logical instinct – there’s lots of great, classic sports stories out there, and they hit a lot of the same notes that make an RPG fun. I have nothing but admiration for anyone who wants […]

What Shall We Do With This

A lot of people will go to great lengths to publish an RPG. This used to be a much bigger problem in the past, when the singular vision for an RPG might require taking out a second mortgage on your house to pay for a giant print run that wouldn’t even faintly sell through. Nowadays, […]

What’s in the Box?

While I have specific demands for maps in games, the issue if more muddled in pure-setting products, most famously defined by the boxed sets for things like Greyhawk and the Forgotten Realms. These are well-loved products, and their design sensibilities have influenced many setting products that followed, but they merit some examination. The questions that […]

Double Edged Maps

I love maps in RPG products. There’s something utterly compelling to me about detailed maps of things and places that don’t exist. They’re a joy to look at, and they’re fantastically information-dense. You can derive a lot of meaning about relationships and tensions in a setting just by studying a map and considering how people […]

D&D Media

I do not drink often, but one of the occasions when I made an exception was the watch the Dungeons & Dragons movie with Fred. In retrospect, this was a very good idea. It was a terrible, terrible movie, primarily made tolerable by how much Jeremy Irons very clearly did not want to be there. […]

Notes from my talk

I gave a talk at Metatopia on Sunday on talking to the talent and promised to post my notes, so here they are in all their semi-comprehensible glory. That said, on a lark, I recorded the bit of advice I got from Fred, so I’m throwing that up here as a bonus (warning – hugely […]

This Metatopia Thing

A while back, Vinnie had an idea. Vinnie, for those that don’t know, is the robot brain behind Dreamation, Dexcon and a host of other nerd events in northern New Jersey. I’ve talked in the past about how good Dreamation and Dexcon are, and a lot of that is a reflection on how hard Vinnie […]

What We Want

What we want in a game is a lot like what we want in life. I’m gonna riff a bit here on David McClelland via Peter Bregman with the list of desires that drive us:Achievement (To compete against increasingly challenging goals)Affiliation (To be liked/loved)Personalized power (influence and respect for yourself)Socialized Power (to offer others Personalized […]

Playability in Settings

Setting is, to my mind, utterly essential to RPGs, and has also been the poor cousin to rules design in a lot of the deeper discussions of RPGs. I’m not entirely sure how to address that, but I think a good start involves looking at setting design with the same eye we’ve applied to rules, […]