roleplaying games

The Pillars of a Roleplaying Game

The Pillars of a Roleplaying Game

For a decade now, we’ve been told that Dungeons & Dragons (and roleplaying more generally) rests on three pillars of play: combat, exploration, and social interaction. This was brought up throughout the D&D Next playtest and laid out most clearly in the 2014 Player’s Handbook.

Introducing Hundred Dungeons

Introducing Hundred Dungeons

Today seems like a good day to share. I’m developing a dungeon fantasy roleplaying game intended to broadly work with the adventures and framework of traditional d20 fantasy games (like D&D). It’s a simpler answer to games like Level Up: Advanced 5E, with less randomness than Shadowdark or Dungeon Crawl Classics. For now, I’m calling it Hundred Dungeons.

System (Absence) Matters in Horror Games

System (Absence) Matters in Horror Games

Horror games are my favorite. I love to be scared and I love scaring other people (if that’s what they want). Getting lost in the tension and dread is a high I chase constantly, with each experience making it harder to do again. I want to go into a horror game with assurance that I’ll get that.