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The Joys of Automation
I don’t think any sane individual could write something like BIND without automation tools. Games with a similar scope require a team.
Read MoreBalancing Mana Points
One Reddit comment described the problem of using Mana Points in an RPG (as opposed to spell slots):
Read MoreShow Me in the Module
One beef I’ve had in games is a chonky source book which says ‘changelings do this’, and ‘always describe the traps, don’t just say 1D6 trap-damage’, and then expecting the reader to create the world in adherence to these principles.
Read MoreBIND's Story Point System
The Problem I just wanted to rock up to the table and start the game, but the DM had other ideas. He wanted all of us to write a character back-story. Having three jobs at the time, I didn’t feel enamoured with my homework. The little story meant a hurdle to jump over to get to the actual game.
Read MoreTheft as Mnemonics
The old A,D&D Ravenloft modules were some cheesy shite. Even the most sullen and macabre Goth in Gotham couldn’t extract a nugget of honest fear from the campy Hammer Horror rip-offs. But we loved them. Why?
Read MoreWhy Jaquays?
Linear dungeons, where players see room 1, then room 2, all in order, can feel constraining.
Read MoreBIND's Magic, Part I
My third BIND campaign ended in glorious disaster and nonsense which forced me to reforge magic.
Read MoreWeaving Stories
My RPG games follow a format which avoids railroading, without any need for elaborate settings or difficult NPC relations. I call it ‘story weaving’, because it lets me stretch the metaphor.
Read MoreThe Quantum Ogre and the Massive Idiot
Here is a silver piece, old woman. Now tell me my fortune! What will I see on the road?
Read MoreTreasure Type P
A,D&D gave monsters random treasures like this: Type Gold Silver Copper Scroll Potion Magical Item S 100-600 1-10 - - - - P 100-800 100-400 - 20% 15% - The system goes like this:
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