June 9, 2026
Good gameplay starts when the players want more they can have. Whether you’re designing a game system, an adventure, an encounter, running a combat, or adjudicating a trap, you’ve got to understand why you can’t let the players’ goals align.
June 2, 2026
Players love haggling in Dungeons & Dragons, but haggling mechanics usually suck, players suck at it, and modern roleplaying games treat shopping like a trip to a modern mall. Fortunately, I’m here with a better way to handle shopping trips and barter exchanges. You might even find some tricks to sharpen your own house-ruling and system hacking if you pay attention.
May 30, 2026
Why do Dungeon Masters get so weird about encounters, randomness, and determinism. Whether you’re talking about Passive Perception, keyed encounters, quantum ogres, or wilderness encounter placement, most DMs just freak the hell out about knowing outcomes in advance or plotting encounters with anything other than precise geographical and temporal coordinates. Don’t worry, guys; you aren’t railroading just because you’re not running a full-on holodeck sim.