design ramble

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

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

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

alternative game fantasy: a manifesto

About a week ago, I jokingly announced to my friends that I had seen one too many posts about torches. My comrades in the OSR have received abundant mileage from blog posts talking about torches, torch alternatives, lighting, making light matter, and all manner of darkness mechanics. Truly: I love that for them. I am alternative game fantasy: a manifesto

Full Metal Bones: 2

One of my favorite mecha writers, Osaka, wrote a post recently. I love pilots don’t get me wrong but the real sauce to a good mecha story is to tell a story where you couldn’t substitute the robot with something else like a dragon in a fantasy story or a fighter jet in a modern Full Metal Bones: 2