Design
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Taking the Highest Die (Make Dice Work For You #4)
Make Dice Work For You is a series where I’ll regularly talk through a new way to use dice in your game. It came out of conversation surrounding What to randomise when you’re randomising, and what advanced techniques you can use for specific needs. I’ll where I know, but please help me out if you… Continue reading
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Dice Curves (Make Dice Work For You #3)
Make Dice Work For You is a series where I’ll regularly talk through a new way to use dice in your game. It came out of conversation surrounding What to randomise when you’re randomising, and what advanced techniques you can use for specific needs. I’ll where I know, but please help me out if you… Continue reading
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Likelihood and room size in AD&D
I’m thinking about megadungeons at the moment, and thinking about the smallest possible unit in a megadungeon, because I know level doesn’t work for me as a smallest unit because I have trouble with a scope of perhaps 10-12 rooms at a time. It occurred to me in the car the other day that geomorphs-type… Continue reading
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Equal Opportunity Dice (Make Dice Work For You #2)
Make Dice Work For You is a series where I’ll regularly talk through a new way to use dice in your game. It came out of conversation surrounding What to randomise when you’re randomising, and what advanced techniques you can use for specific needs. I’ll where I know, but please help me out if you… Continue reading
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River Dice (Make Dice Work For You #1)
Make Dice Work For You is a series where I’ll regularly talk through a new way to use dice in your game. It came out of conversation surrounding What to randomise when you’re randomising, and what advanced techniques you can use for specific needs. I’ll where I know, but please help me out if you… Continue reading
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What to randomise when you’re randomising
You may have noticed that a common theme in my reviews is that I criticise people’s random tables: Their wilderness generators, their wandering monsters, their weather tables, their treasure tables. Why? Because often I see randomisation misused, particularly when taking the form of a random table. So, I’m going to break down a few of… Continue reading
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Preparing for City 26 (Week 0)
I’m a sucker for these challenges. But, every day feels like an overcommitment. So I’m toning down the expectations, and I’m going to post something every week, here.My two favourite cities are Fever Dreaming Marlinko and of course, Duskvol. I want to try to meet Marlinko’s scale with Duskvol’s detail, which hopefully will be a… Continue reading
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Idle Cartulary Awards for Excellence in Elfgames
Everyone loves an informal end-of-year awards ceremony. This year, everyone’s doing it! I’ll join the bandwagon! Best Single-location Module Gold: Cyro-Siq (review here) is a tiny module, that hits so far above its’ weight you couldn’t believe. You’re trapped in a space-ship, and one of you is an assassin hired to murder the others. Will… Continue reading
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How to Write a Module: An Incoherent Play-by-Play

A few months ago I decided to write a module live on Bluesky, from woe to go, to show my process and why I keep insisting it’s not hard. A few people asked me to immortalise it here, so I’m reproducing the thread with a few small edits so it makes more sense outside of… Continue reading
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Got no game: Should your module be system agnostic?
A lot of people ask questions like “should I write a module as system-agnostic, or for a popular system?” or “if I write a module for an unpopular system like X, will nobody read my module?”. I’m about as deep in the module game as you can be, so I thought I’d talk about what… Continue reading

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Recent Posts
- Bathtub Review: The Waking of Willoughby Hall
- Bathtub Review: Roach Motel
- Bathtub Review: Cursed Cave of a Billion Bats
- Taking the Highest Die (Make Dice Work For You #4)
- Bathtub Review: The Hand of God
Threshold of Evil – Dungeon Regular
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