design ramble

final fantasy iv could have been a ttrpg

Final Fantasy IV: initiative and active time battles

My tabletop game design is deeply inspired by Japanese roleplaying games. In order to more thoroughly understand those roots, I have been playing the mainline Final Fantasy titles and 100% completing them. As part of that process, I’ve created this blog series where I deconstruct each game into lessons for my ttrpgs. Final Fantasy IV … final fantasy iv could have been a ttrpg

the dungeons of final fantasy

dungeons & adventurers

I’ve been inspired by Hilander’s ZLDA dungeons recently. It’s made me reconsider what I view as the essential components of a dungeon. This is not the first time I’ve mused about dungeons, but I’ve gained some experience since then. I feel more confident in saying that a dungeon is any dangerous location isolated from the … the dungeons of final fantasy

the lost manifesto: optimizer culture

a collage of optimizer culture

In 2025, I wrote a post called “alternative game fantasy: a manifesto“. It was my best attempt at expressing dissatisfaction with the six cultures of play, specifically because I feel left out of the cultures described. Since then, I have written many more posts, played and reviewed many more games, and had a singularly enlightening … the lost manifesto: optimizer culture

generic play: revisiting cortex prime

Earlier this month, fellow blogger soopersmert (Random Ape Encounter) proposed a mini-collab to investigate the style of play implicit in generic roleplaying games. Soopersmert has already tackled their experience with GURPS, followed by dadstep (To Be Resolved) writing about his perspective on Cypher. Generic game systems used to be one of my major interests, so … generic play: revisiting cortex prime