Interested to run more advanced and tactical initiative system but without added overhead and downtime?
Inspired by Mike Mearls of D&D and board game Gloomhaven mechanics, I have worked a system that well meets those requirements. It's playtested and finetuned on a continuous basis by my own group. The response has been very positive, primarily due to the fact that combat is... [click here for more]
Adventure Design in Practice is a structured analysis on my upcoming next adventure that will hit the gaming table with my regular group in three days from the time of writing this. It is my personal preparation work in a documented format with designer notes in a classic game master guide style.
I analyze collaborative storytelling and how it can be fused with more linear story... [click here for more]
Is your combat feeling long but unexciting, lacking drama and consequence?
Level 0: Unplayable Over-simplifications. 4
Sheer numbers game. 4
A Random-factor in a Power-Struggle. 5
Having a Tactic / Birth of Agency. 6
Becoming a specialist. 7
Level 1: Fundaments of RPG Combat. 9
It’s a Hit! 9
World of Hurt. 10
Who goes first. 13
NPCs also... [click here for more]
Encounters are the motor of your storytelling. The way they are structured contributes the most to your table top experience.
I've compiled a collection of design principles for encounters using my business consultancy skillset. It's been refeshing to deploy those practices to role playing domain and I feel it has given me a new angle to the subject in general.
Key highlights and learning include:... [click here for more]
Second title in my elegant design series focuses on combat iniatiative system options and turn order structure in general. If you have interest to see how your current initiative system could be spiced up with some additions or even replaced completely with a one more fitting to your play style, you should find this an interesting read.
Many of the systems and mechanisms are in use in various... [click here for more]