I was having breakfast with some gaming chums last week, when a rather interesting question barged into the conversation and plonked itself down at the table.
I’ve previously written loads of articles about good dungeon design. However, I haven’t thus far listed the things you absolutely should not include in your dungeons.
This question occurred to me the other day, while I was out for a run. What sucks most about GMing?
I noticed an intriguing thing the other day, while continuing my design of Gloamhold. Elves are dying at a much younger age than ever before! The horror! What’s going on
I think we’ve lost our way. Over the last two decades or so there has been a general rush (perhaps even a stampede) toward ever increasing amounts of choice in our games.
Last week my dear friend and brilliant designer Creighton Broadhurst unleashed a diatribe against the point-buy method of generation of ability scores and min-maxing. I’m here to tell you he is dead wrong. And I believe I can prove it.
I hate the concept of the dump stat with the blazing passion of a thousand fiery suns. To me, it smacks of this new fangled concept of character design, min/maxing and our obsession with the game’s mechanical aspects.
Turns out, designing a megadungeon is a lot of work. Who knew? I mean, how do you ever finish designing a megadungeon? (Answer: you don’t). Of course, for a megadungeon—or even a dungeon—finishing it isn’t the main challenge. Getting the feel of the place right—that’s the trick.