In-Universe Burnout and the 3rd Rest State: ‘Standard Grit’, the Rest Variant Compromise

Intro Hi everyone, I’m back again with a continuation of my series on Rest Variants. Once again this post is building on the foundational concept outlined in the first post. You can read it Here. There are other posts in this series too, and I would implore you to check them all out, but reading … Continue reading In-Universe Burnout and the 3rd Rest State: ‘Standard Grit’, the Rest Variant Compromise

The Gold Problem, and Solving it with Rest Variants

This is an immediate follow-up to my most recent post here where I discussed the notion of switching between different modes of resting that changed the exact times while preserving relative time difference. I mostly discussed this in the context of pacing play and also managing your encounter quota. However, those are not the only … Continue reading The Gold Problem, and Solving it with Rest Variants

Building Better Dungeons Using Puzzle Game Design: Lesson 3

Intro Welcome back! If you’ve made it this far I’m more than a little impressed. This series has been dense so far. To go back over the background of this series, I’ve so far discussed the concept of the ‘Holistic Dungeon’ and an approach to building one that takes lessons from puzzle game design. We’ve … Continue reading Building Better Dungeons Using Puzzle Game Design: Lesson 3

There Is No Such Thing as a Problem Character, Only Problem Players (or ‘How To Run an Evil Campaign’)

This is an older write-up of mine that was based on the experiences of the campaign I was running at the time. The party included a lot of morally grey characters (and some who were outright evil) who often engaged in the sorts of behaviours that are normally considered 'problem behaviours', like stealing from party … Continue reading There Is No Such Thing as a Problem Character, Only Problem Players (or ‘How To Run an Evil Campaign’)

Building Better Dungeons Using Puzzle Game Design: Lesson 2

Intro Welcome back, and thank you for coming back after that first post that seemed so void of applicable advice. If I were to give an alternate title for this part it would be ‘Actually Beginning To Build A Dungeon With This Advice’, but that wouldn’t be very snappy. I digress. I’m here to continue … Continue reading Building Better Dungeons Using Puzzle Game Design: Lesson 2