June 2022
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Pathcrawl revised!
I invented the pathcrawl yesterday, ten years after Daniel D. invented it, although I didn’t know that until this morning. Daniel’s is more complicated, which I don’t like, but captures some nuance which mine didn’t, which I do like. I’m gonna smush them together. Our basic tension is informed decision making versus freedom of movement. Continue reading
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Wilderness walls and halls: Streamlining hexcrawls
Joel wrote this, about why he doesn’t prefer hexcrawls. Joel’s got some sense, and it made me think about what I don’t like about hexcrawls. Namely: As anyone who has travelled in the wilderness will tell you, the wilderness has walls and hallways. The wilderness is a dungeon. You can’t just climb a mountain. Certainly Continue reading
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Mentzer’s Dungeon
Sean McCoy recently posted an old perhaps reddit post by Frank Mentzer, talking about how he always improvises the same dungeon. Along with it, Sly Flourish wrote about the concept here. I think Sly Flourish missed the most interesting part though: Mentzer has sketched themes out roughly for the entire dungeon: So it looked like Continue reading
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Broader Proceduralisms
There’s been a lot of talk lately about proceduralism as it relates to various D&D-likes. I’ve written about procedure as it relates to Advanced Fantasy Dungeons here, but informing my views on the topic are these posts by a bunch of luminaries: Doctrine of Proceduralism Proceduralism Proceduralism Theoretical and Practical Proceduralism What Even Is a Continue reading
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Advanced Fantasy Dungeons: Pre-alpha reflection
If you’re walking in on the end of the Advanced Fantasy Dungeons series, there’s an index here. That’s a wrap! Kind of, anyway, we have our rules sketched out. Advanced Fantasy Dungeons is the broadest, largest game I’ve written. Next, I’ll start laying it out into an alpha document so I can start limited playtesting Continue reading
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Rules Sketch: War revised
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I want to increase the tactics and surprise of war without increasing memory or complexity. Here’s our first attempt, where I was mirroring Journeying: When you issue an order to a battalion, tell your general. They will report Continue reading
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Rules Sketch: Stocking and creating treasure
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Treasure in second edition is a ridiculously complicated affair. Each creature is assigned a treasure type such as D, M x 100, or Q x 10. Major treasures are in a lair (A-I) minor treasures are on the Continue reading
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Rules Sketch: Granted Powers
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. The challenge with granted powers is that I don’t want them to just be free spells. Let’s look at the granted powers in the “design a faith” section of the Complete Priest’s Handbook. Some are intended to replace Continue reading
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Rules Sketch: Class followers
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I’m not sure exactly how to present the fighter’s Elite Followers. I wonder if, it’s presented as, fighters just get a lieutenant and an army. They don’t have to ask for it. They come. Their followers are, then, Continue reading
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Rules Sketch: Favoured enemies
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Ok, so my problem with favoured enemies is that it’s pretty racist, but there is a mechanical reason for the generality of it: If I say “I hate all goblinoids”, my ranger is more useful that if they Continue reading

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