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Design Diary: The Aberration Hunter's Handbook

I’ve been spending a lot of time the last month or so developing a suite of rules for what I like to call “The Aberration Hunter’s Handbook… 837 more words


Lessons from playtesting once in a blue (super wolf blood) moon

When I last wrote about playtesting Exhumed, I lamented that it seemed impossible to deliver a fun experience to my friends and whip my rules into shape. 485 more words


Doing Things Differently Is Not Enough

Doing things differently is not enough. Evolution happens in a probabilistic manner: it’s not about whether we can do things differently this time, but about whether we can become versatile enough so that we can choose to do things differently most of the time. 83 more words

Design Diary


They have managed to nail computer vision, and the abilities of machines discern sounds and create speech are better than ever. Presently, the focus has been on the sense of touch – and the interfaces are focusing on the tactile, trying to refine it and give it the quantity (and at times quality) so that a machine may experience it the same way. 227 more words

Design Diary

Designing a Soulslike Action Economy

The greatest design problem I face with my soulslike tabletop RPG, Exhumed, is getting the feel right for the action economy—that is, the rules for how frequently each character can act, and what they can use those actions to do. 2,614 more words


Playtest Review: Exhumed

Every time I’ve run Exhumed—an RPG built on the Into the Odd rules, and inspired by Dark Souls—it seems to have worked more or less like I intended. 3,275 more words