In House of Bards, the kingdom of Costracinni exists in a constant state of war. And war means turmoil, but for the ambitious back on the home front, that’s just another word for opportunity.
How can you decide if the board game you’re working on could have make it to store shelves? Here’s a few quick ideas.
A time travel hack for the Don’t Rest Your Head RPG.
New to D&D 5e and interested in a spellcasting character? Here’s what you need to know.
Dave recaps his 2014 as a freelance game designer in both tabletop and RPG, and learn how too much clicking can seriously derail a plan.
I was one of the fortunate few to get my grubby mitts on an advance copy of the Monster Manual for Dungeons & Dragons. We’ll have a full review of the book in the next few weeks. In the meantime, I wanted to explore some of the aspects that jumped out at me as we flipped through.
I see this a lot among game designers of all kinds, both new and experienced: “I really want to use [game mechanism X] but I worry it’ll be too much like [popular game].” I am here to set you free and tell you not to worry about that.
In a game where everyone uses magic, magic becomes the cornerstone of design. This is one of the big areas that makes Mage: the Ascension different from Sorcerer from a Harry Potter RPG.
I’ve written before about my love of Mage: the Ascension. I even went and hacked another game system to play it in a way I really enjoyed, and have run it that way multiple times now. I’m not the only one who wanted to bring Mage back with a modern system. Ryan Macklin also wrote up the hack he was playing with. Now we’re joining forces on it.