Brick by Brick: Doors, Finding a Purpose

Every door and doorway serves a purpose, closing off one area from another but acting as a way to pass between those areas. So as we put a door on a wall, we have to ask why it’s there. Was it designed to be used once or very rarely? Was it intended to be used…

Brick by Brick: Doors, An Example

Though I’m still working on the next One Spot, I also have a few other irons in the fire for Moebius Adventures. One of those is a series of products to help inspire more creative descriptions of common elements of dungeon and other encounter designs. The first of these will focus on doors. (This product…

Little Spaces Design: Haunted Rooms (RPG Blog Carnival: Spooky Spots!)

As GMs, sometimes it’s less about the broad strokes and more about the tiny details. You know those little things that stick with our players long after a session is done. A description. A mood. A statement. Tiny things that may come back to haunt a player for years to come. Well, this month’s blog…

Infinity Loop: Revising Two Pages to Four

This week, I want to talk a bit about a redesign I’m pondering for the One Spot products. Each one to date has covered two 8 1/2 x 11″ pages pretty completely. The “GM View” page may even be overly packed, considering that the relationship table that runs along the outside margin is barely readable…

johnny_automatic_scales_of_justice

Spot Design: Laying Down the Law (working on One Spot #3 and more)

Welcome to what I hope will only be the first of many design discussions right here on the blog concerning the next in the series of <em>One Spot</em> products and more! Let’s start this one off by talking about what I’m looking at next… With One Spot #0: Hand’s Goods, we introduced a few key concepts…

RPG Review: The Kobold Guide to Game Design – Volume III: Tools & Techniques by Wolfgang Baur, Monte Cook, Ed Greenwood, Rob Heinsoo, and Colin McComb

Hi there! The kobolds are back with another amazing collection of twelve thought-provoking and informative essays from some of the best designers and writers creating roleplaying game material today. The essays cover everything from the simple question of “What is Design?” and work through contentious topics of creativity, craft, and how to recover when things…

What do you look for in a game setting?

Hi all… I’ve been pondering putting aside my dreams of an independent roleplaying game in favor of doing what I love to do most, which is world and adventure design. So as I ponder such thoughts, I wonder… Image by Daniele Muscetta via Flickr What are the top three things you look for in a…

How do you perfect the craft of GMing or adventure writing?

For me, “perfect” is an unreachable ideal. There is no perfect game, but we can work and strive for as close as possible. If everyone a) stays engaged, b) challenges each other and the GM, and c) has fun – it was a success. Without the interplay between players and between players and GMs, there…

Design Question of the Week…

Hi all… So after last week’s playtest, I decided to go back to the drawing board a bit to see how I could revamp the Moebius Adventures system mechanics to make them a) simpler and b) more consistent. I think I’ve hit upon a solution, but it seems to run counter-intuitive to how most other…

%d bloggers like this: