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Political Physics and Margins Of Error

The US Midterms are <100 days away, so these two real-world original political tools might be useful – and in RPGs, too. My goodness but a lot of elements went into creating this logo! Tile effect by Melanie Simon. Background by StockSnap. Atom by Gerd Altmann, Earth by Alexander Antropov, Jupiter by Adis Resic, Rubick’s […]

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The Third Heat (Part I): Open-Ended Creativity Challenges Aren’t Bad, They’re Brittle

I love open-ended creative problem as much as anyone. It's why I love tabletop roleplaying games oh so huggy much. But it's too brittle to rely upon as core gameplay and that ain't just me talking. There's years of cognitive research about how people engage with open-ended "insight problems" showing that they're just not a great thing to build gameplay around. That's right; I brought receipts for the first in this three-part series about a more comprehensive approach to challenge design that allows for open-ended creativity and dice-rolling without letting either break the gameplay experience.

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Y’All Mind If I Rant About Maps… and My Readers

After showing y'all how to map a pretty good dungeon, I got some lip from some readers who don't understand the difference between "maps as art" and "maps as game design," and think you can design a good game in a stolen map. I also got told off from someone who thinks "you don't have to show your players the map" means "I never have to map an adventure properly again." So let's talk about mapping like real gaming adults, shall we?

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An Update: July 2026

The end of the month fast approaches and I am still in recovery mode. I will also be away for a week. Let me catch you up.

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The difference between Skill and Talent

Relating the anatomy of a skill roll to the difference between learned technique and natural ability. A short post. I know I’ve addressed the subject before, but this short piece offers a different ‘take’ on the question. I’ve actually set this one aside for more than a year, thinking that there should be more to […]

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Mental Models in Roleplaying Games: They’re Not Bullshit

Why are some parts of tabletop roleplaying games so weirdly hard to handle: social interactions, traps, wilderness travel, downtime, and lots of other crap that should be core fantasy adventure gameplay. The problem isn’t bad mechanics, but missing mental models. There just aren’t any conceptual tools that help Dungeon Masters and players understand how the world works, make strategic choices, and actually play the parts of Dungeons & Dragons that shouldn’t be nearly as hard as they are.

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The Elephant In The Gray Room, Pt 5 of 5: Critical Repairs

Some problems are so serious that they threaten the viability of the entire campaign. All is not lost – here are your choices. The Elephant In The Gray Room is a metaphor that I have created to represent Plot Holes. These are matters of huge significance or importance that everyone is overlooking because they are […]

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Worldbuilding Through Encounters

GMs can take a lot of the strain off by worldbuilding within their encounters. It’s easier than it sounds! Any genre. I’ve been increasingly frustrated lately by dramatic headlines that offer two choices, neither realistic, only for the whole of the content that follows to knock down one of the two and assert that this […]

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Y’All Mind If I Rant About Box Text?

Box text seems like it should help Dungeon Masters run better Dungeons & Dragons adventures, but it hurts games and Game Masters a lot more than you might thing. Let me tell you why read-aloud text weakens scene-setting, kills pacing, overloads players, and keeps GMs from building one of their most important skills at the table. Whether you're using published modules or writing your own adventures, it's time for you to quit your dependence on box text.

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Let’s Map a Pretty Good Dungeon

A Dungeon Master does not merely draw a dungeon. Not if they care at all about actual, good game design. I've already showed you how to plan out a pretty good Dungeons & Dragon dungeon adventure. Now I'm going to show you how to make a pretty good dungeon map. And, as a bonus, how to turn a realistic floor plan into a good gameplay experience. It's all to do with a trick called blockout.

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Tones Of Voice: 3(+1) emotional tips

Three roleplaying tips for both players and GMs regarding the conveying of emotions. A short but universally applicable post. Tip One: Tone A basic roleplaying tip for anyone at the game table, today, especially useful for beginners. Tone of voice can be used to convey all sorts of emotional states, including quite complex ones. When […]

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June 29 Update: Early Access Content and Slapchat Moved

Just a quick follow-up to last week's update. As I noted, several things came up over the last couple of weeks. I will be resuming normal operations after the July 4 holidays with streams, Deep Dives, a big Slapdash announcement, bonus content, and regular weekly Early Access and General Access content. In the interim, I'm polishing up a couple of Early Access articles to share today and tomorrow to make sure my supporters get their allotment of June content and I'll be putting a new General Access feature on the front page tomorrow.

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Let’s Build a Pretty Good Dungeon: Series Index

In this series, I'll show you homebrewer Dungeon Masters of any skill level how to use actual, good game design to build a pretty good dungeon adventure for Dungeons & Dragons or your system of choice.

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Update: No Feature This Week

Due to some setbacks, I don't have an article for you this week. I'm sorry.

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Shades Of Discomfort: Mechanics for Misery

Discomfort niggles, nags, distracts, and exhausts – for everyone. Until now, there have been no rules for simulating this. If it’s good enough for elite athletes to take into account, it’s good enough for an RPG. Another quick World Cup -inspired post today. During the Qatar v. Switzerland match (in Portland, I think), played in […]

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RPG Narration Through the Eyes of Viewpoint Characters

We Dungeon Masters often describe our roleplaying game worlds like neutral, all-seeing narrator robots, and that means we’re wasting a lot of potential. Fantasy authors use this trick of picking viewpoint characters to provide sharper, more useful, more flavorful narration filtered through their characters’ expert lenses. Of course, that would never work at a Dungeons & Dragons table. We couldn’t possibly use viewpoint characters to punch up our scene-setting narration. Or could we?

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Unique Cultural Markers: Names On The Fly

This post offers a way to create unique original names on the fly, selecting for cultural relevance as you go. It’s another shortish one to help me stay on-schedule while devoting time to the bigger articles to come! I was half-watching a FIFA world cup preview on YouTube when the hosts flashed up a list […]

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When it’s NOT time to Railroad

This quick post offers an adventure idea that works with almost ANY campaign, almost ANY genre. 2 1/2 weeks ago, I started a quick little article, 5-10 paragraphs long. For the last 10 days, every day, I’ve thought “It’s almost finished, any day now it will be done”. The last time I checked, it had […]

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A Twist Of The Tongue: Accents and Foreign Languages

There can be huge benefits to undertaking measures that will improve the delivery of languages (real or alien) and accents at the game table. The article below contains a lot of advice for the delivery of foreign-language speech and accented speech at the game table. You don’t have to adopt all of it – find […]

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Perspectives Of Plot

There are parallels between Perspective, as used by artists, and how players and PCs will perceive plotlines in an RPG Campaign. Wow, but this turned out to be bigger than I expected. I expected to be able to post it Monday, instead it’s going up today – early Sunday morning in my neck of the […]

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