Back in one of my earliest Architect DM posts I said that structure was one of the most overlooked elements of dungeon design. These days most of the published dungeon maps that I see are not bad with regards to structure, but from what I’ve heard this is still something that a lot of people would like to learn about for their personal, hand drawn dungeon designs.
Chatty’s series of DMing advice continues. This time he discusses how you can help players focus on what they want to do in their turns by asking a simple question.
The 2012 ENnie Award nominations are out, if you haven’t heard. Just as in previous years, here’s my thoughts on some of the nominees, particularly the ones that I’ve read or played.
Chatty concludes his four part sub-series (and hits his 900th post) about helping DMs understand what motivate their players and how to tap into this to make a more satisfying game for all. In this article, chatty discusses Lurking and Instigating play styles and also broaches the subject of selfish players.
Chatty’s series on adapting a DM’s natural style to take into account those of his players continue with three more set of player motivations: Specialty Characters, Method Acting and Storyteling. Don’t miss it!
In which Chatty tackles three well-established playing styles (Power Gaming, Butt Kicking and Tactics) and shares advice to tweak encounters to take them into account.
Chatty’s new Back-to-Basics DMing series continues by tackling a cornerstone issue of understanding and catering to what bring (and keeps) players at your gaming table.
On June 15th, we conducted an interview over Skype with Mike Mearls, head of Research & Design of D&D at Wizards of the Coast. Also during that day, Mike was participating in an “Ask Me Anything” thread on Reddit, so some of the answers make reference to that. This interview has been transcribed, paraphrased, and edited by us from the call. We chose to mainly focus on the process of playtesting and design for D&D Next for this interview.
In which Chatty maintains momentum in his new series aimed at new/returning GMs and explores what motivates Dungeon Masters to run RPGs and how uncannily familiar these motivators will be for some.
Describing itself as a “love letter to D&D”, 13th Age has quite the pedigree behind it. 13th Age is designed by two accomplished and notable game designers, Jonathan Tweet (Everway, multiple editions of D&D, much more) and Rob Heinsoo (Feng Shui, D&D 4e, much more), and is published by Pelgrane Press, whose design on their GUMSHOE and other lines show that their production values are top notch and often eclipse products put out by bigger companies.