Category: Game Development

  • Adventure Design Notes

    The following is my thoughts on adventure design as it pertains to the Black Dragon Dungeon Company. Of course, there are always more ways to design an adventure, this is just my preference. Please understand that whenever I say “should,” “will,” or “must” or some similar form of absolute, that it merely pertains to my…

  • TTRPGs, Traps, Puzzles and 1997’s Cube

    So I’ve been thinking the past few days about doing a solo run for TikTok and YouTube shorts. Basically every day is a room, and that room is a trap. Think 1997’s movie Cube. Spoilers for an almost 20 year old movie. Then I watched that movie again last night and realized it would be…

  • Tweaking Mechanics

    There’s an interesting thing that starts to happen when you design games. You start looking at how often certain things should happen. How often should an attack hit? How often should a spell work? How often should I find something? Ultimately, this is why mechanics get made. To generate that “how often.” Of course, as…

  • Wanderer Dungeon Design Philosophy

    My thoughts on building dungeons for my tabletop roleplaying game, Wanderer, and how I came to develop my random dungeon generator.

  • Random Dungeon Creation

    Random Dungeon Creation

    Ok, so random dungeoncreation…. I’ve recently been getting in to pointcrawls. Feels better than “oo I rolled a hallway…oo I rolled a hallway” ad infinitum. But those are also very fixed in their set up. I have been experimenting with a point buy system. Wanderer (my ttrpg system) already uses levels such as novice, competent,…