On developing your character

This is not an uncommon question online: How do I fully develop a Dungeons and Dragons character so their actions are in character? And the answers aren't necessarily bad. Choose a personality. Give your character a quirk. Know your character's motivation. Try to pick things that are distinct from yourself. Write a backstory. Answer a... Continue Reading →


On the new dungeon ecology

Bear with me on this one. It will take a moment to organize my thoughts, but I can assure the reader, I am going somewhere with all of this. I wanted to write about using real-world data to develop a system for populating a particular type of dungeon. We have a lot of information about... Continue Reading →

The Philosophy of Magic: Games

Remember, we're playing a game. It's important to draw a connection between the fantasy of the game world and our real world if only because it's the experience of our players. We want to leverage that experience and familiarity to make our jobs a little easier. In the end, we want our systems and references to... Continue Reading →

The Philosophy of Magic: Schools

Given that cultural progression, in social developments and technology, come about both within the isolated sphere of a given culture and as a direct result of exposure to other cultures (through exploration, trade and conquest), it's difficult to say which of the eight classic schools of magic came first. Obviously there's a connection between the... Continue Reading →

The Philosophy of Magic: First Principles

What is magic? I figured before I continue the thread started with my last post, I should answer some basic questions. Magic, as a term for the supernatural, is often associated with things that are unexplained. In literature, magic is a convention for the storyteller to communicate something fantastic. Good stories will have a structure... Continue Reading →

On the hierarchy of illusion magic

If the reader will recall, I wrote before about the need to categorize magic according to principles drawn from modern observations and scientific understanding. A counter-argument came to me that I want to explore. We might argue that the literature ~ in fantasy fiction, mostly, but also in RPG products ~ doesn't support this approach. Further,... Continue Reading →

On the cursed magic item

Seems that WordPress ate my original post on the identify spell. Not quite sure how I feel about that. On the one hand, meh . . . just a bunch of words and it was one of my earlier posts, so it's not like there's anything too significant in it. On the other hand, it had a great... Continue Reading →

On the destiny of giants

I feel that I missed something in my last post. Some tie or connection to help the reader see my thought process; something that would benefit you in developing your game, by showing how you might go about designing a new element or redesigning something old. As of this writing, it still escapes me, so... Continue Reading →

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