Category Archives: Game Design

The Warlock Problem

Today is the twenty-fifth anniversary of the release of one of my favorite video games of all time, Final Fantasy VI (or Final Fantasy 3 if you’re the type who hasn’t played a video game since 1998). I spent a … Continue reading

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Group Checks

Most rolls in D&D are made by a single character. Only the cleric makes a saving throw when she looks at a medusa. Only the rogue tries to disarm a trap. Only the fighter swings his sword at the goblin. … Continue reading

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House Rule: Guns

Concept: Alternate gun mechanics Tested in: Various Eight Arms campaigns What it is: D&D assumes a standard medieval fantasy setting, and Pathfinder assumes a medieval fantasy setting that likes to pretend it isn’t standard. The Eight Arms world time-advanced that … Continue reading

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Talent vs. Effort

This comment came in recently on the article In Defense of D&D Stats in Simple Language: The Definition of Charisma: I think the use of the word “empathy” was the one mistake in your article. Psychopaths by definition don’t have … Continue reading

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The Splash Damage of Alignment Restrictions

I’ve been trying to come up with something else nice to say about 5E. I don’t think it’s a bad system, I just think it took away a lot of the things I like about running D&D games like agency … Continue reading

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