A Problem That Can’t Be Defeated By Game Design

There are several games on the market with a design intent of preventing bad game mastering. These games have a rule or mechanism that can be applied to almost any situation. The system can be rules heavy and provide a rule for nearly all the situations one can imagine. It can be rules-light with a …

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If That Old Game is So Good, Why is Everyone Playing the New One?

A frequent critique I see is that old games must suck because more people are playing a recently published game. The argument goes, "If that old game is so good then why isn't it as popular as the new game?" There are reasons people play newer releases of games that have nothing to do with …

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“Satisfying Narrative”

There are some games which have the stated design intent of creating "satisfying narratives." This outcome is unlikely.  Why is that? Intentionally creating good stories is hard. People spend decades of their lives devolping this skill. People spend thousands of hours writing, workshopping and taking classes to develop the skill of creating a single well …

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How I Structure Random Encounter Tables

Something I started a few campaigns ago that has worked well for me was to make my random encounter tables weighted toward certain results. There are several ways you can do this. You can do a d100 table and make certain outcomes more likely and others less likely. The ancient dragon only comes up when …

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