ttrpg theory

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

anti-blorb principles

I hang out with a lot of OSR folks. It’s where I’ve found community, and it’s where I perceive the most discussion happening in the ttrpg space. The blogging culture is thriving and it feels like people are talking with each other rather than posting to an audience. Unfortunately, despite the excellent work Elmcat is … anti-blorb principles

quantum ogre reborn

It’s time we re-examine what we mean when we use the term “quantum ogre”. The seed of this post started when Valeria posted her review of Fabula Ultima and quoted Emanuele Galletto (the game’s author) using the term to describe the game’s playstyle. If I had been vaguely aware of the term beforehand, that post … quantum ogre reborn

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