Forge Engine beta feedback (pt. 2)

Posted Leave a commentPosted in Character Sheet, Combat, Forge Engine, Game Design, Mechanics, Playtest, RPG, Rules, Skills, Spells

Welcome to the second in-depth beta feedback and system discussion for Forge Engine.  This post continues feedback from Reddit user htp-di-nsw. In the text below, the text in italics is the comment from the playtester/reader, and the following normally formatted text is my response and discussion.   Again this post continues the page-by-page feedback, but we also get […]

Forge Engine beta feedback (pt. 1)

Posted Leave a commentPosted in Character Sheet, Combat, Forge Engine, Game Design, Magic, Mechanics, Playtest, RPG, Rules, Skills, Stat Blocks

This post and the next few blog posts include long and in-depth feedback and discussion from the recent Forge Engine beta playtest and feedback process.  In the text below, the text in italics is the comment from the playtester/reader, and the following normally formatted text is my response and discussion.  Special thanks to Reddit user htp-di-nsw for […]

The Road to Ruin aka Holiday Report Pt. 2

Posted Leave a commentPosted in Art, Board games, Combat, Game Design, Game Publishing, Mechanics, Playtest, Rules, The Road to Ruin, Uncategorized

I tend, as a designer, to rush to artwork and layout quite early in the design process.  While other designers recommend waiting as late as possible before incorporating these graphical elements, I have not managed to internalise this habit. With The Road to Ruin, I quickly moved from the white index cards to template cards that I […]

Heroes Against Darkness review…

Posted 1 CommentPosted in Classes, Combat, DnD, Dungeons and Dragons, Game Design, Game Publishing, HAD, Heroes Against Darkness, Magic, POD, Review, Role-Playing, RPG

Well this is unexpected. WQRobb over at Graph, Paper, and Games has just posted a review of my first RPG, Heroes Against Darkness. Graph, Paper, and Games – Heroes Against Darkness review… It’s unexpected because it’s been a while since I’ve had a review of HAD; the world of D&D variants has moved on from HAD […]

Forge Engine combat turns description…

Posted Leave a commentPosted in Combat, Forge Engine, Game Design, Mechanics, RPG, Rules

One of the unconventional elements of the Forge Engine RPG is the structure of the turns.   Traditional RPGs have a round/turn structure where each character has a discrete turn within each round.   Their actions occur within their own turn, and time passes in a strangely linear fashion which requires some mental gymnastics to unravel.   Once each character’s round […]

Maze of the Minotaur Adventure Playtest

Posted Leave a commentPosted in Adventures, Combat, Encounters, Hero Kids, Maps, Playtest

Playtester 0 (Violet, aged 4) and I spent an hour last night playing through the Hero Kids premium adventure Maze of the Minotaur. I’ve mentioned Maze of the Minotaur briefly before, but this adventure deserves some attention because it’s quite different from the game’s normal adventures.   Maze of the Minotaur is different because it features a […]

D&D Next: Early Thoughts and Opinions…

Posted Leave a commentPosted in Classes, Combat, DnD, Dungeons and Dragons, Mechanics, Rules, Spells

I’ve been looking forward to the D&D Next open playtest for quite a while.  I previously blogged about some of the expectations that I had of this new edition and ways to approach making a modular edition of D&D: •  Mechanics of Attack Bonus Progression•  D&D 5th Edition DDXP Play Report•  Making D&D 5th Edition Modular – Part I […]