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    D&D General Edition Design Philosophies as Seen Through Magic Items

    I have a theory that you can learn a lot about a fantasy TTRPG’s design philosophy by looking at its magic items. Further, you can especially learn a lot about changes in design philosophy by looking at different takes on the “same”* magic item in different editions of a game. There are iconic...
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    D&D General Self-Defeating Rules in D&D

    And the Joys of At Least Occasional "Simulationism" There's an approach to rule-making that shows up in a few places in D&D 5e (and heroic fantasy cousins like Pathfinder) that I find a bit strange. It is that of the subsystem that contains the seeds of its own trivialization, which I’ll...
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