Just some thoughts on what makes a dungeon, in the Dungeons & Dragons sense of the term.
Tag: RPG Design
How indie games improved my (gaming) life
This month’s RPG Blog Carnival theme is “Let’s Build A Dungeon”…
After posting a number of articles about character classes, some hindsight might be useful. One reason I wrote revisions and additions was to boost player characters’ lowest levels—hence extra spells at the first few levels, modified class abilities, etc. The other reason was to stretch demi-humans experience progression to the full 36 level range. One pothole remains (I’m sure there are others), but this one needs particular attention: saving throws.
Inhospitable Settings: a primer of suggestions on adapting 5e magic lists to suit cold, water-scarce, low light and violent flora campaigns.
Sensitivity reading: What does it do, and does it make RPGs better? A Paranormal Affairs Canada case study
A credit that I’ve started to see in new RPGs is “sensitivity reader”. I think it’s fair enough to wonder two things; what do sensitivity readers do? If we’re paying for them through the cost of the book, do they make RPGs better?