
Critique
False Dichotomies of RPG Design
Tabletop rpg design is plagued with either-or fallacies. "A book can be usable at the table, or it can be fun to read," is just one of them.
Education
How I made the branding for Carouse, Carouse! A monthly party of an rpg newsletter full of rpg links, ideas, and gameable content.
Explorateur
Monthly design discoveries for tabletop rpg designers including jams, critique, theory, and tools. Vetted. Looted. Curated.
Education
Which rpgs survive the journey to my house? It depends on the packaging.
How to design games and everything else with the Explorers Design five-step method.
Combat as puzzles. A hack on the 16 HP dragon from Dungeon World.
The doom metal roleplaying game with a masterclass layout.
A not so short tour of your rpg's layout, its different parts, and how to use them.
Bespoke adventures, tools, and resources for tabletop game designers.
Revisiting the old-school maxim "Combat is a fail state" and redefining what it means at my table and as a design theory for the OSR.
Monthly design discoveries for tabletop rpg designers including jams, critique, theory, and tools. Vetted. Looted. Curated.
Do we have good communities, how can we build better ones, and what role do award shows have in community-building?
Monthly design discoveries for tabletop rpg designers including jams, critique, theory, and tools. Vetted. Looted. Curated.
The Bloggies 2025 are almost over. Read my synopsis on the nominees. Mark your calendars. And celebrate rpg blogging!
An alternative (and experimental) approach to roleplaying games that does what fiction-first systems cannot.
How to show the cool and important parts of your game without muddling the work, burying the lede, and creating more noise.
A 2024 retrospective, the best Explorers Design articles of the year, and plans for the future.
Monthly design discoveries for tabletop rpg designers including jams, critique, theory, and tools. Vetted. Looted. Curated.
In this week's design delve, we inspect how tabletop games engage with fine art.
What is accessible design? Why is it important? And how can we get more of it in tabletop game design?
A forever-unfinished list of guidelines for making analog games more accessible.