Tagged: game design

Current RPG Design Project List (Revisited)

There have been some changes to the project list I wrote about in early February. Here goes: BX Advanced Admanantine Edition: This is still my priority. However, just the mutations material is requiring a lot of playtesting and rewriting/adjustment cycles. So I think my hope of getting this out the door by summer...

Upcoming Game Design Projects: What I’m Working on Next

Upcoming Game Design Projects: What I’m Working on Next

With the Gold Edition of BX Advanced finished, I’m moving on to other design projects: First, I’ll be working on the Admanantine Edition of BX Advanced with all the new material. And by popular request, the first new material added will be mutations. The mutation rules will be “cause of mutations” neutral as...

Old School Design Idea: 99% of the Population are Zero Level Characters

Old School Design Idea: 99% of the Population are Zero Level Characters

I have been thinking about my next game design and after much thought, I’ve designed I would like to take 0e and “redesign” it with some different assumptions. The first of these different assumptions will actually be more like what the original designers probably expected. The game will be based on the idea...

D&D Next: My Interest in 5e Takes Another Giant Decline

D&D Next: My Interest in 5e Takes Another Giant Decline

There’s a new Legends and Lore column out. I don’t normally read this, but someone posted about this one on theRPGsite. So i went out and read it. I wish I had not as it makes it yet more clear that the longer the 5e play test goes on, the less 5e is...

Teamwork and Tactics Baked in to the System — Why?

Teamwork and Tactics Baked in to the System — Why?

In a post on RPGnet in a thread he started entitled D&D Next – Making 4th Edition players consider 5th Edition, neonchameleon says the following about an aspect of 4e he thinks 5e/Next lacks (and needs): Teamwork and Tactics baked in to the system In 4e the team is stronger than the group...

Why D&D 4e “Failed” — My Theory

Why D&D 4e “Failed” — My Theory

There are many theories as to why the 4th edition of WOTC failed to interest many D&D players and apparently failed to meet the sales goals WOTC set for the game. My theory is simple, 4e’s lead designer Rob Heinsoo wasn’t really designing a new edition of D&D, but a game that played...

Microlite74 Swords & Sorcery Progress Report

Microlite74 Swords & Sorcery Progress Report

It’s time for a progress report on Microlite74 Swords & Sorcery. Theere has been more playtesting than rules writing the past couple of weeks, mainly because the real world has been keeping me very busy. However, playtesting is showing the basic rules structure is holding up fairly well. Lowering the physical and magical...

Saving “Save-or-Die”: An Optional Rule to “Save” the Day

Saving “Save-or-Die”: An Optional Rule to “Save” the Day

The latest Legends & Lore column on the WOTC site is on “save or die” effects. From the column, it looks like 5e may be catering to those who do not like “save or die.” Unfortunately, “save-or-die” effects are one of the primary ways to shorten combats, make possible to play “combat as...

Why “The Math” Should Not Be the Primary Focus of RPG Design

Why “The Math” Should Not Be the Primary Focus of RPG Design

Some people tell me that “The Math” is broken in games I like, play, or design. The thing is, I don’t consider “The Math” to be the be all and end all of good game design. “The Math” matters to some extent, but there’s so much more a great game depends on. “The...