So you're running an old-school game and you want a set-piece fight. The rule-set doesn't like that. The complexity is dumped into set des...| falsemachine.blogspot.com
This chapter focuses on the theory of traps, hidden doors, and interactive features. As you go through these exercises, you’ll create hidden risks and rewards that careful players will be able to find through thoughtful exploration.| Designing Dungeons
Pronunciation: "Klay-tun Note-Styne" Designer. Writer. Educator. Tabletop games. Explorers Design. Pro-union and cooperatives. He/Him.| Bluesky Social
A blog post about how to think about and design obstacles when designing adventures for OSR systems.| Widdershins Wanderings
How to leverage numbers in your roleplaying game designs.| Explorers Design
I while ago I put out the call on G+ for some OSR-style challenges . These are obstacles that meet the following requirements: No ob...| goblinpunch.blogspot.com