==> [s] appendix

In 1979, the Dungeon Master’s Guide for D&D was published featuring “Appendix N: Inspirational and Educational Reading”. Prismatic Wasteland has called for a Blog Bandwagon of Appendix [initial] based on your own sources of inspiration. These can be books, movies, comics, video games, or anything that informs your creativity. Some of the things in this ==> [s] appendix

weakness break mechanics: a case study

In the absence of position-based tactics, singleplayer turn-based RPGs have converged upon some similar mechanics. I want to look at how this works through a few case studies and talk about what it would look like for ttrpgs to adopt this design pattern. Rather than try to talk around this in the abstract, it’s easier weakness break mechanics: a case study

war in the toybox

I published a Lancer adventure called War In The Toybox based on the 2006 LEGO theme Exo-Force! This project has been in development for a few months as part of the 2025 Summer LEGO RPG Jam by diyanddragons. The jam ran from June 2nd to August 29th and the goal was to write a ttrpg war in the toybox

salvage union retrospective

I can hear it now. “Serket! You literally reviewed a game last week. Why do you have another review for an entirely different game this week?” Timelines are funny. The PaperCult crew wrapped up our game of Break!! on the 28th and it took me two weeks to find time to write about it. Directly salvage union retrospective

break!! post-mortem

Earlier this year I joined forces with some folks over at PaperCult to play new rpgs together, working through our backlogs to “Meet the RPG”. The first game we played together was Break!!, a lighthearted adventure fantasy game by Reynaldo Madriñan and Carlo Tartaglia. Though the full and correct title of this game is “Break!!”, break!! post-mortem

hacking the dungeon procedure

I’ve been reading Fabula Ultima and playing Octopath Traveller 2. Somehow, these two ingredients have mixed in my head to develop a dungeon crawl procedure based on their chemistry. Neither of them are really about dungeon crawling, and I am, perhaps infamously, not an OSR nerd. This is why I find it so weird that hacking the dungeon procedure

adventurer’s guilds: the anime perspective

– The Water Magician if hunting monsters and delving into dungeons is so organized and regulated, you’re not playing a fortune-seeking hero, you’re playing a government employee with a weapon I was talking with some friends a few weeks ago about adventurer’s guilds and found myself confronting this popular understanding of organized adventuring. I get adventurer’s guilds: the anime perspective

warframe & tabletop game design

The annual convention for Warframe, TennoCon, happened this past weekend. For those unfamiliar with the video game, it’s a space ninja looter-shooter with uncharacteristically benign monetization. Unlike other free-to-play games, Warframe ensures that all players can earn premium currency and has even removed microtransactions when players were using them too much. Between the lore and warframe & tabletop game design

target rich environment

A few days ago, I read Novecento’s post on How To Start Making Your Own RPG Stuff. Most of the advice covers the basics on how to get started, but the idea of “What do I need to make this adventure game playable?” resonated with me. It reminded me of a post by Jay Dragon target rich environment