Little Spaces Design: Abandoned Places

Our created worlds (mostly fantasy, with a smattering available in modern or futuristic settings as well) are full of strange little forgotten places. Whether it’s cans of gold coins buried during the California Gold Rush and found in someone’s back yard, a hidden shrine to some forgotten god, or a place of antiquity holding tightly…

Little Spaces Design: A Taste of What’s to Come

Over the weekend I came to the realization that I’ve been a bit like Dug the dog from Disney’s Up with squirrels, distracted by each new idea that’s passed through my brain. As a result, I’ve made little progress with getting actual products out. I’ve talked a lot about story seeds, page design, and much more,…

Errant Paths: Inspired by Danger

Sometimes ideas come into my brain and I have no idea quite what to do with them… this is one of them. As adventurers, we thrive on danger. Whether we are causing danger to others or ourselves or saving someone or something from danger, it’s one of those constant companions heroes have. But what happens…

Story Seeds Design: A Polti Plots Approach

Over the last couple of weeks, I’ve chatted with Keith J. Davies more than a few times about some of my encounter/story seeds design questions – from the content to the presentation. It’s been quite helpful (thanks Keith!) And it’s forced me to reexamine a few things, which is always good. 🙂 But one of…

Encounter Design: A Couple of Examples of Story Seeds

Wow. I really can’t let this encounter thing go at the moment, so we’ll ride it to see how far we get. Using a couple of different approaches, I’ve come up with these two story seeds. Really I’m not describing individual encounters as much as I am the ideas for an adventure or series of…

Brick by Brick Design: You Are Here

While working on the upcoming Brick by Brick: Floors product (follow-up to Brick by Brick: Doors), I stumbled across a strange idea. If context is so important for everything in a game encounter, do we sometimes need some sort of inspiration to determine how the PCs have come to a particular place? Arriving at a…

Encounters Design: One Approach to Road Encounters

Like with all projects, this one seems to be taking over my brain, so let’s take a look at some ways we can potentially structure these encounters to not only be functional, but fun, on both sides of the screen. Let’s take a road encounter. Instead of a social engagement, it’s more of an interruption.…

Designing Better Encounters

As I’ve begun work on yet another product idea, I’ve wondered at the different elements of RPG encounters. What are some of the pieces that make some encounters successful and others less so? For myself (and most gamers) I suspect that the biggest piece of the puzzle is engagement. Are the PCs involved? How do…

Expanding Little Spaces: Fancy Meals to Create Encounters

The Little Spaces series of products has been quite popular. These short inspiration generators offer a quick way to shake up the creative spirit and quickly come up with a few ideas in a specific context to write about. Though a few examples are provided in each product, I wanted to come up with a…

One Spot Design: Hooks – The Reeve

Now that we know a bit about our fallen reeve Quentus and where he hangs out, we can start looking at some ways to hook both sides of that equation into an existing game. Much like with Mr. Hand from Hand’s Goods, Quentus straddles multiple worlds in his pond of existence… Quentus operates with authority…

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