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 […]
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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, […]
Play is an Argument
There’s a lot of discussion about what a game is, in the context of RPGs, and even when I propose an answer, I never imagine it to be the only answer. Still, it’s interesting to think about. I was chewing on that today and considered a slightly different approach – a game (or rather, the […]
I Woke Up With This In My Head

OK, what this means to me: The assumption is a 4 stat set in the spirit of Amber. The 4 stats are Endurance, Discipline, Power and Expression, with 4 derived stats, Willpower (Discipline & Endurance), Precision (Discipline & Power), Force (Power & Expression) and Presence (Expression & Endurance). The core model is a double-paired idea […]
I Want To Borrow 4e’s Foundation
Ok, here’s an important thing about 4e that I would suggest that even die hard fans of other editions consider: it’s foundation is excellent. In my opinion, it’s a better foundation than any previous edition of D&D, though I leave that comparison up to the reader. But what does that mean? I mean that if […]