July 28, 2026
I love open-ended creative problem as much as anyone. It’s why I love tabletop roleplaying games oh so huggy much. But it’s too brittle to rely upon as core gameplay and that ain’t just me talking. There’s years of cognitive research about how people engage with open-ended “insight problems” showing that they’re just not a great thing to build gameplay around. That’s right; I brought receipts for the first in this three-part series about a more comprehensive approach to challenge design that allows for open-ended creativity and dice-rolling without letting either break the gameplay experience.
July 23, 2026
After showing y’all how to map a pretty good dungeon, I got some lip from some readers who don’t understand the difference between “maps as art” and “maps as game design,” and think you can design a good game in a stolen map. I also got told off from someone who thinks “you don’t have to show your players the map” means “I never have to map an adventure properly again.” So let’s talk about mapping like real gaming adults, shall we?
July 21, 2026
The end of the month fast approaches and I am still in recovery mode. I will also be away for a week. Let me catch you up.