narrative


Villain Design: Hoard of the Dragon Queen 4

In the same vein as my post on Villain Design in Dust to Dust, today I’m tackling the first hardback adventure series released for 5e: Hoard of the Dragon Queen. Spoiler warning, I am going to be talking in detail about who the villains are, their motives, and the adventure’s […]


Villain Design in Dust to Dust

I’ve talked about villain design in this blog before, but now that the Dust to Dust campaign is over, I want to use them as case studies in that conversation. In my view, DtD’s major villains were one of the most-right things that we did. This is not “in comparison […]


Game Design Is Input/Output

“It is a truth universally acknowledged, that a game designer in possession of even a modest audience must be in want of a clever new way to talk about fundamental design.” — Jane Austen, on The Forge, circa 2003, probably. This is one of those abstract-theory posts that might be […]


Emotional Play in Games

This post is a reaction to Bluestockings’s Be Vulnerable: Emotional Play and Toxic Masculinity. I’ve been chewing on it for a few days, and I find that there are important things it doesn’t say, solely relative to my own gaming space. Nothing you read here is going to reject anyone else’s […]