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.
I’ve played (and run) a few more sessions of 13th Age since I wrote my first preview, as the rules became more solid and filled out from those first playtests. I was initially more guarded, but since then, my opinion of 13th Age has only gone up. The actual books are making their way into […]