A game design technique for creating archetypes / classes in TTPRGs
Useful techniques, things to watch out for, & other things learned while designing a Tabletop Role Playing Game.
My thoughts on what it takes to make a great productivity tool that wont be abandoned, & works for everyone, not just the creator
A surprising discovery while playtesting a combat encounter.
An exploration of manual fin-like supports for 3D models
Instructions on how to replace a broken fan in a Fnatr 02 box
Who 3D & what 3D printing is good for, beyond printing simple tchotchkes, plus a list of the many useful things I’ve made.
Thoughts on this good-ish table you shouldn’t buy.
A review of this unique card-based, beginner friendly, TTRPG
Table of Contents Overview Context It’s all about the fighting I want more The problem is hard If they’re not really generic… Overview I love the idea of generic role-playing games, but as time goes by I find myself caring less and less. Yet, there’s still something great about them. This post explores those thoughts.
Context The basic premise of a Generic Tabletop Role-playing game is that you can learn this one system, and then play any kind of game with it.