A Blog for Dungeon Masters, Game Masters, Wardens and More| Dice Goblin
Work on DANGER CLOSE is progressing, but as it progresses, I’m thinking about the pending task of layout. This had me thinking about something else. I LOVE print and PDFs – but I person…| Dice Goblin
DANGER CLOSE is tactical military skirmish TTRPG for one or more players. It is designed to generate tense tactical decisions, stories of heroics, bravery and camaraderie, and perseverance against overwhelming forces. DANGER CLOSE – Demo & Playtest by Dice Goblin Games DANGER CLOSE was made with the aim to replicate the dramatic vignettes that might […]| Dice Goblin
Okay, I’m being a little bit of a tease here – this post isn’t about how to ACTUALLY play the game, as that would be, well, the full rules. This is more about, which resources wou…| Dice Goblin
I started with listing my inspirations – vibes I wanted to capture – and worked my way back from there. Let’s dive into my inspirational sources! I started trying out Solo RPGs recently, and having a lot of fun with them. I’m usually always drifting between genres, and I found myself in the mood for […]| Dice Goblin
Time for the first DANGER CLOSE devlog! In this series, I’ll reveal more about how parts of the game work, leading up to the first release. Today: Offensive & Defensive Position! I’ve written about this topic before; in a way, DANGER CLOSE is the culmination and formalizing of past blog posts, which is also how […]| Dice Goblin
I’ve written before about firefights in TTRPGs – and I’ve been haunted, HAUNTED I say, by this amorphous concept, lingering at the edge of my perception. No more. I think I’…| Dice Goblin
I was rereading Quicker Combat for Boot Hill by Prismatic Wasteland. I’ve had a cluster of unrefined ideas surrounding firefights in RPGs, and this feels like it could add another piece. Pris…| Dice Goblin
I’ve kept tinkering at the ideas in this blogpost, boiled it down to 12 core archetypes, and bundled it all in a handy PDF/HTML reference document! It can be found on Itch.io now! Just Use Be…| Dice Goblin
I was thinking about the classic principle of Just Use Bears. I think this can be expanded a bit, by looking at other animal archetypes. This might be useful to flesh out encounter tables, or create interesting custom monsters/wildlife – take an animal and reskin it. To keep it system-agnostic, I’m using keywords instead of […]| Dice Goblin
I came across 2×71 by emmy on Itch.io, a new version of the original 1978 rules for Gamma World. Browsing through them, I came across an idea that I think deserves a spotlight: Artifact Examin…| Dice Goblin
I like to, when working on TTRPGs, think of particular scenes, feelings, moments, setpieces I want to emulate. If a system I thought of works well, these moments will occur naturally, putting playe…| Dice Goblin
Day 22 of my Adventure Calendar. For 24 days, up until Christmas, I plan to release a lil bit of RPG content. Want to join as well? Join the jam! Image: Climbing the Mammoth by Chris Karb…| Dice Goblin
It’s… done! A week later than planned – because I found an amazing editor, who meticulously went over my incoherent ramblings and returned a far better core text than I could ever…| Dice Goblin
Ever since the release of the first edition in December 2022, Block, Dodge, Parry has been under continuous development and expansion. The available version saw a lot of updates, bringing the versi…| Dice Goblin
I was reading up on interesting ways to do abstract wealth, treasure & spending today, and I came across many interesting interpretations, such as Bury Your Gold: On Abstract Wealth by Prismati…| Dice Goblin
Here I aim to flesh out the step between “you are traveling” and “you found a dungeon” in a hex- or pointcrawl, in a way that hopefully feels natural and like actual exploration. I’ve taken some in…| Dice Goblin
I made a bunch of macros to make Block, Dodge, Parry smoother to run in Foundry VTT v11. Note: I am not a very good programmer. I had ChatGPT write these for me, and tweaked them as needed. I am us…| Dice Goblin