If you’re not one of my four players for an upcoming game, then this won’t make much sense. If you ARE one of those four, then this might not make much sense. There’s been a lot of lore and mechanical creep since we talked about things. I started building the mechanics system based on the […]
Category Archives: Game Design and Fixes
Why I can’t run Theros: The Buy-in Scale
You never run out of white whales. It’s a fact in life. As a chaser of whales, I’m not confident in saying you’ll never catch them, because that’s something I literally cannot believe about this metaphor. I am incapable of that. And now we make a hard pivot to talk about gaming. There are some […]
Acq Inc Positions Rebuilt: Simpler, more nimble company roles
Acquisitions Incorporated trains its franchise employees in certain skills that provide paradigm driving success and enables a framework for enhanced team focused priorities in terms of accomplishing objects as a collective unit and enhancing the brand as a whole.
Matt’s D&D Construction Rules
I’ve been putting together what I feel makes the most sense for rules concerning building things in an RPG. So let’s throw words to talk about it.
More thoughts On Palace of the Silver Princess
I sat down on Wednesday morning to prep the game for that night. I started with the map of what I had presented so far, then started drawing a new map to extend the dungeon. And stopped instantly. “Why are these rooms here, like this? It doesn’t make sense!” was my thought. So I ran […]
The King’s Clash: Things Matt figured out while arranging a tournament in D&D
So when I started getting the characters stories for Eberron in, one of my players mentioned he worked in the fighting pits and arenas of Sharn, I knew I was going to have to do some stuff with pit fights. My slight disillusionment with downtime in regards to PCs simulating a day to day existence […]
Matt’s Alchemy Rules v2: Alchemy in Eberron
I gave out a bit of loot to a player and they asked about my alchemy rules. Near a week after that, here they are. Long time viewers may recall an older version of the rules, that was 6 pages long. I cut it down to 3, mainly by simplifying how a few parts of […]
Campaign Framework: How to Run a Monster Hunt
Monster hunting seems like it should be a core part of D&D. They have monsters a-plenty, PCs are accustomed to doing things for money, it should just work, right? Well, it should. And it can. But I haven’t been able to find anything in my books that describes the process. I’m sure various adventures have […]
Subskill Thoughts, Question, and such
I haven’t heard a lot back about my subskill system, which is a shame because the piece I intended for today had a bunch of stalled research. So today, I’m struggling to write a sufficiently long filler piece, as I wonder how committed I am to twice a week updating.
Subskills: Expanding 5e’s skill system
It’s no secret that I kind of hate skills. 5e is the best system so far, but that doesn’t mean I like it. My distaste for the skill system led me to create the Specialty system, which I just realized isn’t posted anywhere since the site refresh. Sigh. Anyway, I had a breakthrough last week […]