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Religion in fantasy worlds, games, and walleye trophies.

Religious by Design

# Tidy religion is pure fantasy. When I think back on my Catholic upbringing, I picture clouds over Lake Erie like bruises. Wet blacktop and palm ash. Ozone and frankincense. You can break away from the Catholic Church, but you can't tear down the Catholic Church inside your head. It flagellates the brain until it cuts in deep. Nowadays, I can't have a thought without dragging it over some Latin phrase or Catholic guilt. Even after leaving the church as a teenager. It sticks around. Religion is a ragged thing. A bleeding kaleidoscope of myths, scars, and memories. It's no wonder most world-building starts with religion. But I've found fantasy religion to be fiction at its most fictional. Too simple. Too tidy. A unicorn is more grounded than the worship of Pelor, Cthulhu, or any other fantasy pantheon. When I was a kid, I was terrified of church. It was the statues and decoration. Most Protestant faiths do away with the iconography and symbolism. In theory, it provides a more pure setting for worship, but in my experience, the vacuum never stays empty. When you remove the statues, murals, and candles, you get pinky ring-pastors, football prayers, and conjoined coffee shops with flavored-milk. You learn a lot about Catholic church's just by looking at its statues. As a kid, I sat in a pew just inches from a corinthian-style column. Out of its leaves peaked a gasping face with a coin purse tied around its neck—Judas. A bit of flair for whichever miserable 2nd grader had to sit and stare at him. As an adult, I think back on that church fondly. Multiple statues of Jesus bleeding out. A statue of Jesus bloodless in his mother's arms. A parade of reliefs depicting Jesus getting whipped, stoned, nailed, and stabbed. Then there were the saints. A muscular Saint Peter with his nets—glorified in stained glass—disemboweled in a nearby relief. A rosy-cheeked Saint Bartholemew with just his head. And a dozen others in varying states of starving, burning, and flaying, rendered lovingly in marble, sandstone, and bronze. Jesus' dad, Joseph, was there too. Holding up his hammer with a wide-eyed expression like he showed up to the wrong party. I liked him. We had a lot in common. > A bit of flair for whichever miserable 2nd grader had to sit and stare at him. Real life religion doesn't make a whole lot of sense. It sort of insists it does. That's part of being a believer. To quote Ralph Fiennes in the very excellent, _Conclave, "_ Faith walks hand-in-hand with doubt." It also shimmies, prances, and stomps hand-in-hand with bewilderment. Fantasy religions are especially fictional because they're so orderly. The canon is firm. The cast is set. And believers walk in lockstep. That's not real religion, as far as I can tell. Jesus may have made water into wine, but Christians mastered the miracle of making and unmaking Jesus. Walk into any Catholic Church and you're greeted with a craggier, scrappier version of the faith made in miniature. Black and white Polaroids of Father Jeff playing golf. (He always beat the flock—and the Lutherans. Don't ask me how.) A murderers' row of nun portraits—each more evil than the last. Pictures of the '96 pancake breakfast team, lionized like the Chicago Bulls. We even had a statue of the Deacon's dog, Scott. The Catholic Jesus deserved. Every one of them were saints in processing. We snuck them in when the pope wasn't looking. And just like the statues in the church, they had their fair share of agonies on display. Dried flowers from funerals, stuffed Walleye trophies from bygone parishioners, and pictures of chain-smoking priests, self-embalming themselves ahead of schedule. > We even had a statue of the Deacon's dog, Scott. > The Catholic Jesus deserved. Real life religion isn't designed. It's sowed and left to go feral. Even Catholicism, with its hierarchy and centralization, seems to—at best—prune a few branches before canonizing the rest. "No, actually, this pagan folk hero is one of ours." I liked that. I still do. In a country like America, sometimes religion is the only inheritance from the people that brought you here. In my local Irish and Italian church, we spoke English and Baseball—but our religion smuggled in our past through food, stories, and architecture. Most saints and bible stories are just other stories in drag. To this day, I still can't separate creamy pints, 50/50 raffles, and euchre from holiness. Probably because our congregation claimed them regularly. You might have noticed God hasn't made an appearance in this essay about religion. I'm not convinced God or gods are important to understanding it, at least not on a material level. Gods don't build the world, beliefs and people do. Religion is found in the followers. It's the holidays, furniture, and food. Its the ivy that grows over history, culture, and place. It's my dad saying, "It's hotter than Hades," because hell is too serious for weather forecasts. If I wanted to design a religion for my games, I'd start by designing the religious. * * * ## Paying my Joesky Taxes Abstract musings are a violation of the Joesky Tax. Here are some zealots. **Rationalist Cals.** Bolter-toting space Templar**** questing for a neon god prophesied to punish anti-AI, nonbelievers. Shun all beneficial technologies as heretical. Pray with obtuse CAPTCHA. Martyr themselves by baptizing toasters. **The Millership.** Sun-worshipping sect obsessed with grain. The prophet's prior work as a millworker has snuck weights and measures into everything. Followers feel the incessant need to describe everything with numbers. Do not understand qualitative statements. Grain alcohol abuse is rampant among rogue prophets. **Surfacers.** Flight-obsessed goblins who believe the surface is another chamber in a world-sized megadungeon. Quick to convert everyone to "The Great Project," especially birds. Exceptional textile weavers after generations of building balloons. All other religions are either "with the program" or not. Their existence had led to a contrarian religion of kobolds who wail "down is out." **The Order of the Gracious Hosts.** Radical anti-individualists. Venerate the stranger. Abhor violence. Exercise non-stop. Their body is a temple. Literally. They believe their god hops from one body to the next, so all bodies must be cared for. "Bad Hosts" abuse their bodies. The worst feign occupancy for power. **Malikinds.** A long time ago, a couple of druids mistranslated their own runes and now everyone is obsessed with snakes. Hair is haram. Baldies lord over a strict social caste system. Children with eczema are blessed. Eggs are eaten whole. The market for domesticated quail is booming. Churches resemble long flat rocks. **Good Time Club.** Galactic gang of mercs looking for a good time. They're tired of all this "god" nonsense and have pledged to focus only on badass explosions, sweet merch, and sick stunts. Party downers are shoot-to-kill. They've been doing this for 237 Sicklicious Years. * * * If you're like me and you love thinking about religion, culture, and history, I have a rare video game recommendation. You should try out Pentiment by Obsidian. It's got mystery, history, fonts, and a whole lot of dialogue about art. * * * Explorers Design_is a production of Clayton Notestine. If you liked this article, please consider liking, sharing, and subscribing._

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Monthly jams, critique, theory, and resources for rpg designers.

The Explorateur: Issue #22

# Layout thoughts for August. ### Numbers: proportional v. tabular figures. Your numbers can come in different proportions depending on the typeface and font. Proportional figures are designed to be read in sentences and have varying widths depending on the number (1 is thinner than 2, for example). On the other hand, tabular figures have fixed widths. Making them particularly good in stacks, equations, and tables. Tabular numbers are consistent. If you want to know more about these difference and find out what "old style" and "lining" is, check out this design article, "Don't Neglect the Numbers," by Shambhavi Ojha. ### Leave the body text to workhorse fonts. The biggest mistake I see from first-time layout designers is the overuse of "cool" typefaces in their headers and body text. Save the funky, stylistic typefaces for your cover page, art, and (maybe) headers. The boring typefaces will serve you much better, re: Baskerville, Caslon, Alegreya, Open Sans, Roboto, Lato, Futura, etc. It might seem like you're dooming your game to genericide, but look at these typefaces in the big-picture. Their style sneaks up on readers in the macro (paragraphs, pages, and spreads), in the micro (letters, words, and sentences) you want something legible, readable, and flexible. ### But don't use just any workhorse font. There's no such thing as the non-choice. Helvetica and Times New Roman are often treated by non-designers and self-proclaimed anti-designers as the True Neutral of fonts. They're not. Too often sterile fonts like Helvetica pour into indie games without so much as a wink and a nod. Remember: everyone has relationships to typefaces, especially the _boring_ ones. Helvetica is the typeface of municipal buildings, corporations, and the Euro punk posters that subvert it. Times New Roman is the typeface of homework assignments, resumes, and workplace correspondence. Keep the associations in mind when you use them. ✋ ****Did you know this post gets updated?**** Sometimes I miss something and add it later. Don't forget to check out the web version. ## What's the deal with the emojis? You might have noticed emojis in previous issues. I've been using them as a visual shorthand for non-blog links, like resources (📁), archives (🗄️), inspiration (💡), podcasts (🎙️), and videos (📺). Favorites of the month get a heart (❤️). ### Explorers' Loot * **❤️** Nominated for the CRIT Awards!**** The Explorateur has been nominated for best online blog or blogpost. If you like this newsletter, I'd love your vote. * Great Book Covers: July '26.**** This is a new potential semi-regular series from me. Cover inspiration from across the tabletop rpg industry. * Public Domain Art Resources.**** I've resurrected my old list of public domain art resources. If you need free-to-use art, start digging here. * How to Design with Hyperlinks.**** Criminally underused and regularly botched, here are some definitions, rules, and hacks for your next rpg pdf. A word from the author... If you like Explorers Design, become a member! It's free, easy, and sends articles right to your inbox. Sign Up Now ### Quests & Rumors Game jams, contests, and opportunities. Drop me a line on Bluesky. * RPG Trader.**** It's a refreshing new marketplace with a clean interface, revenue split, tags, and a firm anti-ai policy. I'm cautiously optimistic about it. * One-Page RPG Jam 2026.**** This Ennie award-winning game jam is about making new, one-page tabletop roleplaying games. Ends Aug. 16th. * Astronaut Mission Jam.**** Create brainy, puzzley missions that astronauts (past, present, and future) have to take on. This jam is short. Ends Aug. 23rd. * Flimflam Jam.**** If you like hardboiled crime, cigar-chomping kingpins, and ham sandwich dialogue—make something for Crime Wave before Sept. 1st. * Vaarn Summer Jam '26.**** Make something for Vaults of Vaarn, a science-fantasy rpg, inspired by Dune, Hyperion, and Mobieus. Jam ends Sept. 30th. * Chainlinked Game Jam.**** Create your own content for the semi-cooperative dungeon-defying rpg, Chain×Link_._ Or make a hack of it. Jam ends Oct. 4th. * Make Moves Jam.**** Create or share singular Moves using Powered by the Apocalypse (PbtA) design philosophies. Jam lasts all year. Ends Dec 31st. ### Reviews & Critique Critique and examinations of tabletop rpgs, adventures, and more. * ❤️ Why Didn't Silent Titans Change the World?****_by Valeria Loves._ A rumination on creativity, understanding them, and a hidden masterwork. * The Feel of Gunfire****_by Ye Olde Revivalist._ A review of Luke Gearing's _Violence._ A game I didn't get before reading this review (and ignoring the melee rules). * A Book of Beasts****_by Prismatic Wasteland._ This supplement of a supplement by Jason Lutes serves as a great lens for reviewing bestiaries in general. * The Thoughtlessness of Deathbringer's Marketing****_by Magnolia Keep._ I would describe Professor DM's marketing strategy as "reactionary." Cynical. * Outcast Unseelie and the Ooze Between****_by Idle Cartulary._ Clean layouts positively sing with a complex, interactive adventure. Sounds like a winner. ### Spotlight & Best-iary The spotlight section showcases interviews, design examples, and projects. * **❤️** Rootring Months Later****_by Among Cats and Books._ Since its launch, +169 blogs have joined the network (including this one). So what's next? * **⚙️** Three-Round Combat****_by Pretendo Games._ A simple rule that would improve a lot of combat-heavy games where "the cool stuff" happens early. * ⚙️ A+B+C Using Combinatorial Random Tables****_by Skeleton Code Machine._ An examination of different random table types and how they work. * **📺** Crows: Is it OSR?****_by MCDM._ James Intracaso is heading a new game at MCDM that looks a lot like an OSR game, but is it? (Yes.) Does it matter? (No.) * 📺 The Tradition, The Hobby, The Hobby Business, The Business****_by Matthew Colville._ This walk-and-talk about the industry is good for us creators. ### Theory & Craft Design tools, resources, theory, and advice for rpg designers from rpg designers. * How to Write an OSR Adventure****_by David Blandy._ "[Adventures] are like a “Standard” in jazz... the basis for a set of improvisation." A chewy read. * Object-Oriented Conversations****_by To Be Resolved._ You've heard of "conversation games," now let's consider this companion framework... * Revisiting the Lumpley Prumpley****_by Vincent Baker._ This is a great companion read to the above article. Baker revisits "The Lumpley Principle." * Layout Set-up Checklist****_by Graftbound Press._ Emily is giving me a run for my money with these beautifully succinct and actionable posts about design! * Levels of Play****_by Murkdice._ There are many ways to use a playground. Some use the slide, and others play goblins under the slide. (Not me, I'm a good kid.) * To Play is to Explode****_by Backwards Tabletop._ "A pet peeve of mine is when people say that what makes RPGs beautiful... is that they are open-ended." * "Jaquays Your Dungeon" - Another OSR Maxim****_by All Dead Generations._ Gus's quest to decipher the OSR's laws continues with receipts. * Bat Out of Fantasy****_by in lowercase._ Fantasy is stuck in nostalgia. Or maybe fantasy isn't asking the right questions of nostalgia. Either way, I enjoyed this. * 8 Ways to Stock a Dungeon****_by Skeleton Code Machine._ Exploring the many dungeon stocking methods. From Gygax's tables to an all-new THORCS! system. * 🎙️ Making Games #3: Print Happens****_by Games Omnivorous._ Printers, paper stocks, proofs, production mistakes, and countless other decisions. ### Inspiring & Non-roleplaying Design tools, theory, and inspiration from the world beyond tabletop rpgs. * **📺** Why We're Doing Journalism Differently****_by People Make Games._ "I stopped saying I do documentaries about games, and started saying..." * The Origins of Vintage Comics Pt. 1****_by True Grit._ From the '30s to the '80s, tech dictated the signature look of comics. Check out the example images. * What Brands Are Actually Made Of****_by Amelia Nash. "[Brand] is_ a kind of alchemy, conjured from form, color, typography, imagery, sound, and motion.” Not quite. * 📁 Material Design 3.0****_by Google._ Material Design 3 is Google's open-source design system. A great source for education, components, and tools for UX. * 📁 AngleRef.com**** An amazing tool for drawing portraits. Adjust the pose of the 3D skull, and AngleRef will fetch you images of people in that exact pose. * 📁 Wada Sanzo Color Combinations.**** Wada Sanzo was a Japanese painter and costume designer who studied color theory so you don't have to. ### Design Archive Old, missed, famous, and overlooked articles for the newsletter. * RPG Essentialism and RPG Exceptionalism****_by Vincent Baker._ What are rpgs really? Is it counter-productive to treat them like a coherent medium? * Conceptual Density (or 'What are RPG Books for, anyway?)****_by Against the Wicked City._ You can weigh an rpg book by its ideas (or lack of them). * * * ****What do the emojis mean?**** They're a visual shorthand for non-blog links, including resources (📁), archives (🗄️), inspiration (💡), podcasts (🎙️), and videos (📺). My favorites for the month get a heart (❤️). * * * ### Missed the last issue? Read it here. The Explorateur: Issue #21Monthly jams, critique, theory, and resources for rpg designers.Explorers DesignClayton Notestine * * * _This newsletter uses the occasional affiliate link to support Explorers Design. If you notice any broken links, mistakes, or bad actors, please let me know._ Explorers Design_is a production of Clayton Notestine. If you liked this issue, please consider liking, sharing, and subscribing._

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Where to get public domain art and how to use it.

Public Domain Art Resources

# What is public domain art? Creative works not protected by copyright are considered "public domain." They exist in what we call the commons, the space that belongs to everyone, they're free to enjoy, share, and build on without restriction. The challenge is knowing what is and isn't in the public domain. Every country has different laws and copyrights with their own stipulations, restrictions, and timelines. In other words: Public domain belongs to everyone, but not everyone equally or all at once—and that's why your source for public domain art is more important than ever. ## How do I determine what's in the public domain? Anything made before 1870 is probably good to go. Works made prior to 1870 pre-date modern copyright laws that extend rights beyond the average lifespan of its creators, their estates, and corporate owners. This is what the Pubic Domain Review suggests regarding copyright: * a term which lasts for 70 years after the creator’s death (relevant in UK, Canada, most of the EU, and South America); * a term which lasts for 50 years after the creator’s death (relevant to most of Africa and Asia); * a term which lasts for 95 years after the publication of a film or book, including any artworks featured within (relevant solely to the United States). The above guidelines are pretty simple, but the reality is more complicated, especially in the US where corporations have the power to buy, sell, and own a work for however long they "maintain" ownership. If you want a robust rundown on copyright law, digital copies, and flowcharts (who doesn't love a flow chart?), check out the Public Domain Review for more. ## Creative Commons v. Pubic Domain? It's surprisingly difficult getting your work into the public domain. The reason is a little counter-intuitive. In most countries, the moment you make something you automatically have rights to its ownership—and yet, those same authorities do not easily certify your surrender of them. That's where Creative Commons comes in. It's an international non-profit with a standardized list of licenses you can use in place of Public Domain. Here's what to look out for when browsing work in the Public Domain and Creative Commons. #### Creative Commons Licenses The following licenses are arranged from most to least permissive. You can find current language and deeds on the Creative Commons website. I highly recommend using their exact language as a creator. ****CC0**** This is the stand-in for Public Domain. Credit does not have to be given. No limits on usage. ****CC BY**** Credit must be given to the creator. ****CC BY-SA**** Credit must be given to the creator. Adaptations must be shared under the same terms. ****CC BY-ND**** Credit must be given to the creator. No derivatives or adaptations of the work are permitted. ****CC BY-NC**** Credit must be given to the creator. Only non-commercial use of the work is permitted.* ****CC BY-NC-SA**** Credit must be given to the creator. Only non-commercial use of the work is permitted. Adaptations must be shared under the same terms. ****CC BY-NC-ND**** Credit must be given to the creator. Only non-commercial use of the work is permitted. No derivatives or adaptations of the work are permitted. *Commercial use means anything used for commercial advantage or monetary compensation. * * * # Where to find Public Domain Art. There are lots of places you can find art in the public domain and creative commons. You can find a particularly long list on the Public Domain Review's sources. If you want the most robust selection—just go there. * * * # Aggregators ### Internet Archive Great for unexpected and contemporary sources. The real strength of the Internet Archive is its library of music, movies, and non-art files. **Score: 10/10** ### E-Manuscripta If you want public domain text, letters, sheet music, or maps—this might be the best resource. It's also well documented and organized. **Score 10/10** ### Paris Musées The collection here is vast and covers the entire world. It's not just French. It's also well-marked and organized with download links. Highly recommend. **Score: 10/10** ### Wikimedia Commons Everyone knows Wikimedia. The strength of this aggregator is that it's easy to use. Rights are (generally) easy to look up and understand. **Score: 9/10** ### Curationist This is a new aggregator with a pretty solid interface. I like all the metadata it looks for and tries to collate. That saves time, headaches, and uncertainty. **Score 9/10** ### Flickr: The Commons Flikr is great for archival photographs. It's got gems. However, it loses some points for its groups-based organization and lack of easy to look-up licenses. **Score: 5/10** * * * # Providers ### British Library Massive catalog. Easy to navigate. Quick and convenient to look up. It's famous for a reason and a great place to look for public domain maps, illustrations, and artwork. Check out its digital collections for public domain resources. ### New York Public Library Just like its British cousin, the New York Public Library is vast. The best place to look is in the section titled research. The online collections there have everything from maps to archival photography. ### National Gallery of Art Over 60,000 images available for download with lots of filters, easy to reference licenses, and open sourced data backed up on Github. This is a great resource for old paintings, prints, and photography. ### Rijks Museum It feels like everyone working in indie rpgs already knows about the Rijks Museum. The best part of Rijks are its images which are fully scanned and often massive—perfect for print projects. Look for the CC0 license. ### The Met New York's premier museum has a solid online collection. Here's an underused hack—use the photographs of their sculptures and other artifacts and adapt them for your art. Look for the CC0 license. ### The Art Institute of Chicago Thousands of artworks that you can filter for public domain. The Art Institute of Chicago is particularly rich with public domain paintings, portraits, and landscapes from early 20th century artists. ### Cleveland Museum of Art Why is Cleveland's collection so good? I'll never know. It's huge, diverse, and it's easy to navigate. Just click on open source and you'll find paintings, sculpture, and jewelry from all over the world. ### Science History Institute You'd think the Science History Institute's digital collection would be solely medical-related, but that's where you're wrong. Search for copyright free images and you'll find postage stamps, periodicals, and even advertisements. ### Old Book Illustrations If you're in the market for woodcuts, lino prints, and sketches from the old books, particularly Victorian-era books, this website is a great place to start. It's relatively easy to search, but it's easy to get lost. Use your bookmark function. ### Prelinger Archives If you're looking for films, commercials, and other early 20th century to contemporary video assets, the Prelinger Archives are the best. I particularly love the old b-roll and b-movie footage. * * * # Last notes on public domain art. You can find public domain art everywhere, but confirming its accuracy will always be a challenge. Even when the work _is_ in the public domain, companies will still try to claim ownership (Looking at you Getty). Always do the following: * Confirm that the image you're using is public domain or creative commons. * Look for a double confirmation through aggregators like Wikimedia. * Be prepared to change your work if you get a copyright strike. Thanks for reading this far. If you have a source online that you like, drop me a line on social or share it in the comments below. I used to have a version of this list on my old website, and I'm finally adding it again. See you on the next one, until then, I'll keep exploring. * * * Explorers Design_is a production of Clayton Notestine. If you liked this article, please consider liking, sharing, and subscribing._

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Cover inspiration from across the tabletop rpg industry.

Great Book Covers '26 #1

# Playing a book by its cover. If the composition is considered and the elements compelling, great book covers come in all styles. From the grim dark to the art house, there's a treasure trove of inspiration out there. Below are examples, some old, some fresh—all great. A couple years ago, I wrote about the art of the book cover. This is a sequel of sorts. Let me know your favorites in the comments and on social media, like Bluesky and Instagram. If this ends up being popular, I'd love to make it a series featuring latest releases and trends. Anyway, enough with the preamble. Let's look at some book, zine, and pdf covers... Special announcement Explorers Design was nominated for Best Online Content in the Ennie Awards! I would love your vote July 10th – 19th! Learn more * * * Covers (left to right): The Box of Shadows, From Out of the Meat Pile, and Unheroic Feats. ## The Box of Shadows If I had a dollar for every metal album I couldn't read, I'd have enough money to buy more metal albums. Box of Shadows treads the line of legibility and comes out on top with a title that does double duty as a Heavy Metal handshake and a conceptual depiction of shadows bursting out like poisonous gore. **Takeaway:** Make your design elements perform multiple jobs. What can they do both literally and figuratively? ## From Out of the Meat Pile Johan Nohr is going to keep having a timeshare on this blog so long as he keeps designing great looking books, covers, and games. There's a playfulness here—classic Mörk Borg—with rounded letter forms and light texture. One of Mörk Borg's secret powers is its monsters—they make perfect centerpieces. **Takeaway:** What is your game's proverbial ape that you should be pointing at? Maybe they should be on the cover. It sounds obvious, but if you did your job right (and made them interesting) it'll work. ## Unheroic Feats There's a misconception by some that Mörk Borg, Cy_Borg, and other subculture. games are noisy—that's only _mostly_ true. Sometimes they're subdued despite all the blood and guts therein. Notice how the supplement's content, "feats" is in a bold yet clean typeface, and the Mörk Borg "unheroic" is painted. **Takeaway:** Art and design can signal the role and position of your work. What elements can you strip away and what elements can you enshrine? * * * Covers (left to right): Thieves of the Tome, Single Unique Power, and The Hullabaloo at Henhall. ## Thieves of the Tome It's a merry-go-round of color and freaky little dudes! Sometimes a great cover gives the eyes something to explore, and I love how this one rotates around the title without leading our eyes astray. When I first saw this cover, I examined every thief before drifting to the next one in line. **Takeaway:** Does your cover have characters? How are they interacting? Does the interaction lead the viewer where you want them to? ## Single Unique Power Tyler Crumrine has an entire series of games with the same style of cover. Despite that, they all feel distinct. Why? It’s the art composition. Notice how the eyes and hands of the characters guide ours. From the character mugging the viewer, to the punch that guides us to the title and back. Our eyes ricochet on this cover. **Takeaway:** Where do your character's eyes, faces, and hands point to? It's a common mistake to have them lead off the page—imagine if this art were reversed, would it work the same way? The answer is no. ## The Hullabaloo at Henhall Good covers tell a story. Great covers make us want to finish it. This goofy cover is a snapshot. In the first act, something (probably the chicken) trashed this place. Now we have a disembodied hand—a player's hand—reaching in. What happens next? We have to play to find out. **Takeaway:** If the cover's a snapshot, what happens next? The cover that suggests an interesting answer hits harder than the cover that doesn't. * * * Covers (left to right): Death Cut in Stone, Last Train to Bremen, and Salt, Spit & Silver. ## Death Cut in Stone Composition. Composition. Composition. A blood-soaked monochrome under a slash of horizon, forcing our eyes down a bleak landscape of graves. Normally, it's best practice to place titles near the top, but I like how this title puts us inside its world. If this zine were a normal size, the title might get covered up on the rack, but this is A6, so it's likely to live right in front, waiting for your eye to settle there. **Takeaway:** How does your format's size impact the way it's read? Where will your game live when it's put in the real world? ## Last Train to Bremen Sometimes mimicry make a cover great. The type, colors, and texture here resemble real-life matchbooks, flyers, and packaging from the early 20th century. Notice The Hellmouth; a real-life stage design used in moral and religious stories. It’s no accident it's being used here for a capsule game about damnation. **Takeaway:** What is your game in non-game terms? How has that thing been depicted before? What aesthetics will reinforce what your game already is? ## Salt, Spit & Silver Catholicism has given in me an inexplicable love for skeletons in finery. I left the church as soon as I could, but Id be lying if I said a gold-studded crossbow didn't get me excited. This is a great piece of art given the entire page to breathe. **Takeaway:** What are the visual shorthands that grab your audience? * * * Covers (left to right): Precious Things, Butterfly, and Plasmodics. ## Precious Things This cover's simple but varied collection of boxes and patterns gives us an abstract depiction of a cozy dragon's hoard. Notice how the muted colors reinforce the games promise by remaining quiet and understated. **Takeaway:** What do the colors say about the game? What's their tone? How loud are they? Sometimes the flashiest colors aren't right for your game. ## Butterfly Beautiful and delicate. This might be one of the most original—and gutsy—covers I've seen in rpgs. Butterfly is about artists, so naturally, we get a painterly cover of organic shapes, depth, and balance. Notice how even the World Champ Game Co logo is drawn. That's holistic attention to detail right there! **Takeaway:** What's the least obvious way to depict your game? Is there a metaphor, abstract or literal, that you can use to tell a story? ## Plasmodics Plasmodics is what Gamma World would look like if it was nuked in the microwave with cans of spray paint. It's a Qud-like game of weird mutant freaks in a fluorescent world of light and tie dye. This cover captures that bubbly energy and shocks it with commercial graphics. It really stands out in person. **Takeaway:** Color combinations are everything. Some vibrate off the page. Others settle in and blur. What makes the most sense for your game? * * * Covers (left to right): The Secret of the Night Market, Curious: Albrecht Manor, and Cabinet of Curiosities ## The Secrets of the Night Market When I think of real-life markets, I think of weird characters, fresh food, and random knick-knacks. This cover lays it out like a buffet. I love how Ryan uses color and shadow here to create drama. It puts us right in the scene, like we're sitting across the table, seeing the market through candlelight. **Takeaways:** What's in the foreground and what's in the background? What feels like the subject and what feels like the background? ## Curios: Albrecht Manor The magic of this cover is that it does two things: it introduces the game _and_ foreshadows how to play it. Curios is a epistolary horror mystery. It comes in a manilla envelope. During play, you do what the fictional characters do—with an object that feels like it came right from their world. **Takeaways:** All covers are introductions, but the best covers say and do multiple things, like convey tone, communicate themes, and foreshadow playstyle. ## Cabinet of Curiosities The biggest mistake new designers make is treating their title like an afterthought. Don't slap it on, make it an active participant, or do what Cabinet of Curiosities does and make it the star. I love the playful tilts and shakes in the typography. It looks like it's clattering around inside that cabinet. **Takeaways:** What elements can you borrow from the cover to make your type feel like it belongs? Consider shape, size, color, texture, and tone. * * * # What are some of your favorites? I would love to do this exercise again and explore new releases, but it's hard to do without help. Share your favorites. What covers do you think are some of the best out there? What is it about them that makes you excited. Let me know in the comments or on Bluesky. Until then, I'll keep exploring. * * * ## Additional Reading The Art of the RPG CoverHow to make your roleplaying game’s cover stand out (with examples).Explorers DesignClayton NotestineHow to Pick a Page SizeThere’s more to an rpg’s format than cost and page count.Explorers DesignClayton NotestineKilling Good Games with Bad TitlesHow to write a bad RPG title. And how to do the opposite.Explorers DesignClayton Notestine * * * Explorers Design_is a production of Clayton Notestine. If you liked this article, please consider liking, sharing, and subscribing._

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Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.

The Explorateur: Issue #20

✋ ****Did you know this post gets updated?**** Sometimes I miss something and add it later. Don't forget to check out the web version for the latest treasure trove of links. A word from the author... If you like Explorers Design, become a member! It's free, easy, and sends articles right to your inbox. Paying members get everything I've ever made for cheap—a small thank you for your help. Sign Up Now ### Explorers' Loot * How to Design Lists in RPGs.**** I was late to the lists vs prose debate, but I arrived just in time to share some design insights from outside of tabletop rpgs. * Unconventional GMs plays Invaders from Atlantis.**** An actual play of an adventure I'm working on the full release for! It's like a broadcasted playtest. ### Quests & Rumors Game jams, contests, and opportunities. Drop me a line on Bluesky. * Old-School Essentials Month.**** Prepare your spirit for a collab project led by Exalted Funeral and Necrotic Gnome on Backerkit. May 5th – June 6th. * Randomness Blogwagon.**** Bloggers, it's time to write about randomness. Make a claim, propose a theory, or make something. Blogging ends June 20th. * You Cannot Play This TTRPG Jam**.** This is a game jam for games that do not exist. They won't ever exist. They will never be playable.**** Ends June 21st. * Vaarn Summer Jam '26.**** Make something for _Vaults of Vaarn_ , a science-fantasy rpg, inspired by Dune, Hyperion, and Mobieus. Jam ends Sept. 30th. * Chainlinked Game Jam.**C** reate your own content for the semi-cooperative dungeon-defying rpg, Chain×Link_._ Or make a hack of it. Jam ends Oct. 4th. * Make Moves Jam.**** Create or share singular Moves using Powered by the Apocalypse (PbtA) design philosophies. Jam lasts all year. Ends Dec 31st. ### Reviews & Critique Critique and examinations of tabletop rpgs, adventures, and more. * Rare Bird****_by Idle Cartulary._ This pay-what-you-want adventure is the first to pique my interest in _Swyvers_ , a very British, very scoundrel-y game of heists. * Fatherfog (Zero Edition) _by OSR Rocks!_ The 2nd-ever rpg from Tuesday Knight Games (of Mothership fame) already looks great but what's in the fog? * Daggerheart and "Moves"****_by Deeper in the Game._ The popular fantasy rpg is massive, but does it need to be? Looking at its inspirations—maybe not. * 🎙️**** Reading Club: Draw Steel****_by Rascal._ Thomas Manuel's latest podcast is a new favorite. Part 1 is the deep dive. Part 2 is the audience response. * 🎙️**** The Secret of the Night Market****_by Between 2 Cairns._ Yochai, Brad, and Sam talk about the systems of _Perils & Princesses, _illustration, and paper stock! * 📺**** Stonetop****_by Quinns Quest._ Stonetop takes the top spot for Quinns Quest season 2. I think it's well deserved, and I think Quinns captures exactly why. ### Design Examples & Best-iary The spotlight section of the newsletter full of showcases and projects. * Patrick Stuart Interview****_by Swan and Raven Studio._ Patrick Stuart talks about his new _Tunnels & Trolls _adventure. The answers: funny _and_ insightful. * Johan Nohr's Before/After.**** 12 years ago, Johan designed Symbaroum's first book. Now he's designing the newest edition. The glow up is insightful. * ⚙️ Treasure Encumbrance****_by Failure Tolerated._ Sean drops a delightfully simple chart about treasure that asks, "How easy is this to sell and move?" * ⚙️ A Wee Mechanic: Stabilising the Dying****_by Idle Cartulary._ This elegant mechanic will have your characters pondering the best treatment like a doctor. * ⚙️**** The Bonkers Loop****_by 3x5 Arcana._ Playing with kids reveals just how fast an rpg can (and maybe should) escalate when given the tools to do so. * 📺**** State of the OSR 2026****_by Ship of the Dead._ Limithron and others reconvene at Gary Con to answer the question, "What the deal with the OSR?" * 📺**** Interview with M. Allen Hall****_by The Weekly Scroll._ Ryan comes out of the wargaming mines to talk adventure writing and more with M. Allen Hall. ### Theory & Craft Design tools, resources, theory, and advice for rpg designers from rpg designers. * The Three Secrets of Making Games****_by Jay Dragon._ The three secrets are secret because they're maybe more important and impactful than anything else. * The 2 Axes of Abstraction****_by Murkdice._ Another taxonomy-like post, but this time the model is used to answer, "What is this particular game about?" * Things I Wish I'd Thought of Before Putting "Fuck" in the Name of my Game****_by Dinoberry Press._ Spoiler: The four-letter word is a pain to sell. * What Actually is a Module Anyway?****_by Murkdice._ I like the weaving of differing viewpoints to define modules and the skills needed to make them. * The Door Tax****_by 3x5 Arcana._ A breakdown of how doors influence exploration. What makes a door good or bad in dungeon delving adventures? * Chess is a Boxed RPG****_by Backwards Tabletop._ This is just one part in a series all about repurposing board games, like Chess, for tabletop rpgs. * 📺 How to Write and Run OSR Adventures****_by Ship of the Dead._ Limithron, Joseph R Lewis, and Joel Hines lend their proven process for OSR. * 📺**** The Ox That's Breaking Your Fantasy Map****_by The Grainbound._ I'm not sure how true it is, but I love building a world extrapolated from logistics. ### Inspiring & Non-roleplaying Design tools, theory, and inspiration from the world beyond tabletop rpgs. * How I Learned to Just Fucking Write****_by Kieran Cutting._ It involves a lot of eavesdropping and very little waiting. I love this idea and hope to adopt it. * Games that Shine in Play-and-Win****_by Stonemaier Games._ A few insights about promoting your game at conventions, including a "_Play-and-Win"_ raffle. * 🔒**** Become a Better Graphic Designer by Thinking Like a Sign-Painter****_by Beth Matthews._ One of the goats of ephemera design. Paywalled. * 💡 Meet Tiffany Chin****_by True Grit Texture Supply._ Behold this ocular feast of inspiring posters. You can find her whole portfolio at TWKCHIN. * 📺 Graphic Design Should Die****_by Oversettext._ The term "graphic design" is functionally meaningless in a world where everything is graphic and designed. * 📺**** Everything You Need to Know About Medieval Travel****_by Modern History._ This'll be good worldbuilding fodder for your next fantasy game. ### Design Archive Old articles, missed articles, famous or overlooked, resurfaced for the newsletter. * Dissociated Mechanics****_by The Alexandrian._ I love any essay that puts a name to something that desperately needs calling out. * Deep Dive: Stonetop****_by Indie Game Reading Club._ With the imminent arrival of Stonetop, it's worth checking out this awesome review from '24. * * * ### Missed the last issue? Read it here. The Explorateur: Issue #19Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.Explorers DesignClayton Notestine * * * _This newsletter uses the occasional affiliate link to support Explorers Design. If you notice any broken links, mistakes, or bad actors, please let me know._ * * * Explorers Design_is a production of Clayton Notestine. If you liked this issue, please consider liking, sharing, and subscribing._

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User-friendly definitions, tips, and tricks for graphic design in rpgs.

How to Design Lists in RPGs

# What kind of lists are there? Few mediums employ the itemized list like tabletop rpgs. We're in the company of cookbooks, textbooks, and warehouse clipboards. Should you choose to deploy lists, they can be incredibly versatile at conveying information. **_Bulleted Lists_**. Before computers, they didn't exist as we know them today. They were less standardized and more expressive with fleurons and manicules. Bulleted lists are great for items with no technical order. **_Numbered Lists_**. The numbered list is great for items where the sequence matters. In bulleted lists, the order is solely for hierarchy and dramatic purposes. In numbered lists, the order is procedural, like steps for character creation. **_Lettered Lists._** We don't see lettered lists that often in rpgs. They can convey two different things. One, that there's a choice between the items on the list. Or two, that there's a prescribed order that's procedural but not strictly so like in numbered lists. **_Plain Lists._** Since the days of Ea-nāṣir, unadorned lists have been created using line and paragraph breaks. If you're going for a minimalist, unobtrusive reading experience, the old fashioned line break and occasional indent is perfect. **_Tables._** It's important to recognize that many tables are ornamented lists. It's only when the table has three columns or visually cluttered articles that the table shines. If you find yourself making tables with two columns, consider the list. Become a free member Do you like design in tabletop roleplaying games? Sign up as a free member and get the next issue in your inbox. Sign Up for Free ## Are lists right for your book or zine? Lists are another layer of information. This layer is "loud"—designed to stand out. Deploying a list is like dragging something into the foreground. It's the author explicitly telling the audience to pay attention and remember. Does this mean lists are anti-prose? Not exactly. Like any writing device, lists can create tension, paint pictures, and surprise the audience. Read Robert Caro's The Power Broker or McSweeney's many lists to see how. ## **Should I use lists in my projects?** There's no universal answer here. Every game and adventure is different. Some use lists extensively, some use lists sparingly, and some ignore them altogether. Great work isn't decided by what you use, but how you use it. **_How will the book or zine be used?_ **Some games are all about convenience. No extra prep for the game master, just skim the adventure and keep the relevant pages open. Well-executed lists are perfect for this use case. **_What is the planned reading experience?_** Some games want their readers to indulge in them like a novel so they use novel-like structures. Others aim for instructional reading. Some aim for a magazine-like reading experience. All three of will use lists differently—if at all. **_How defined are the details?_** Some games revel in the creation of fictional worlds while others leave everything up to play. The more definition there is, the more lists can provide structure if needed. In a game where every room is packed with details, a list can make sure the right details get noticed. * * * # Advice for designing lists. The balance between lots of lists, some lists, and no lists is different for every project, but let's assume you want to use them. Here are some tips and tricks for executing them well. ### **M** ake items in the list structurally parallel. The more the items diverge from each other in structure, the less useful and legible the list becomes. Items in a list should resemble each other syntactically—all articles or all sentences. All starting with verbs or all starting with nouns. Short or long. Don't mix and match unless you're doing it for dramatic effect. * * * ### **Keep formatting consistent within the list.** If the list items are sentences, capitalize the first word. If they're fragments, make sure everything in the list is a fragment. Some publications capitalize the first word in their fragments, others don't—it's up to you. If you're using sentences, always end with punctuation. The rule that periods don't belong in lists is a myth. In ideal circumstances, attention-grabbing formatting is limited to the start of each successive bullet. Bold words in the middle of lists make them harder to read. * * * ### **Avoid value-less redundancies.** Avoid starting each item with the same word or words unless you're using it for creative tension. The purpose of repetition is to make what's different more apparent. Repetition without meaning makes lists wordier and harder to parse. * * * ### **Use numbered lists when the order is procedural.** Numbered lists and bulleted lists are not interchangeable. Numbered lists are for tasks that have to be done in order, like baking a cake or creating a _Pathfinder_ character. If the order is just for effect, then bulleted lists are fine. If the second item must come after the first item to be functional, use a numbered list. * * * ### **Be wary of sub-bullets and sub-sub-bullets.** Sub-bullets can nest subordinate information, but they do so at the expense of the overall list by creating a visual gap between the first-level bullets. Use sub-bullets with caution—the more you have, the more unwieldy they get over time. Most layers beyond two can be solved with re-writes and bullets of different styles. * * * ### Keep lists between 3 to 5 items. 7 is the limit. Anything fewer than 3 items makes a list feel like overkill. Anything more than 5 is likely to be overwhelming. There are exceptions. If the list is procedural, like one for wandering monsters, the audience can ignore most of the items. There are also ways to break up a list into categories, allowing the audience to absorb the content in a more natural way. For example, some adventures put doors and exits in a separate list. Others might place monsters or treasure in separate lists. * * * ### **For complicated lists, consider using lead-ins.** Ideally, every bullet is simple and short enough to stand on its own. If that's not possible, consider starting each bullet with an intro sentence with a bolder formatting. Think of your list like a series of ledes that the audience can scan and decide for themselves how deep to delve. * * * ### **Be modest with your list indentations.** The indent length popularized by word processors is excessive. You don't need a lot of space to make lists legible, especially when your page and line length are narrower than US Letter or A4. You want to conserve that horizontal space when you can. A good starting point is one em—the point size of your body text. In addition to being more efficient, the em is proportional to your body text, columns, and page. If you're working in CSS, 1 rem is even better. * * * ### **Keep the bullets small but mighty.** There's a misconception that bullet points, fleurons, and other list icons need to be "legible" in the way that words and numbers are. This leads designers to make large icons that dwarf the words—don't do this. The bullets are second fiddle to the content, so long as they're recognizable, they should be somewhere between 50% and 30% as big as the capital letter. * * * ### Use order and grouping for effect. Depending on your priorities, you have at least two options: Make it thematic or make it functional. If you're aiming for thematic, you want to consider the rhythm and implications of your order. A thematic design might lull the reader into a sense of calm or create juxtaposition for effect. They might end a list with a knife-wielding goblin. The functional design will group things by type for easier retrieval and put the biggest concerns—like a knife-wielding goblin—first. * * * # Summary on designing lists Final recommendations: * Decide what kind of lists (if any) your project should use. * Use numbered lists when the sequence is procedurally important. * Write and design your lists so that the items are parallel in their format. * Avoid cluttering your lists with overly long sentences or redundancies. * Beware of sub-bullets. They can create more visual noise than clarity. * Pick and choose elements that match your work's tone, look, and feel. ## Additional Reading This week's article dug deep into the bookshelf. Unfortunately for you, that means a lot of my sources aren't free. The APA Style Guide and Nielsen were particularly helpful inspiration in my initial search. Let me know what you think of today's article. Be merciful on my examples. It's hard making fake lists. If you have any additional tips or questions, post them in the comments, and don't forget to like, share, and retweet on social. Until next time, I'll keep exploring. The Chicago Manual of Style, 18th EditionFind it. Write it. Cite it. The Chicago Manual of Style Online is the venerable, time-tested guide to style, usage, and grammar in an accessible online format. ¶ It is the indispensable reference for writers, editors, proofreaders, indexers, copywriters, designers, and publishers, informing the editorial canon with sound, definitive advice. ¶ Over 1.75 million copies sold!The Chicago Manual of Style OnlineFlawless Typography Checklist · TypewolfA typography master course in the form of an interactive web app that will help you achieve flawless type on every design project.TypewolfJeremiah ShoafGrid System 101: A Beginner’s GlossaryA not so short tour of your rpg’s layout, its different parts, and how to use them.Explorers DesignClayton Notestine * * * Explorers Design_is a production of Clayton Notestine. If you liked this article, please consider liking, sharing, and subscribing. Members who pay $5/month also get access to additional tools, templates, and inspiration._

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Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.

The Explorateur: Issue #19

✋ ****Did you know this post gets updated?**** Sometimes I miss something and add it later. Don't forget to check out the web version for the latest treasure trove of links. # Where'd the time go? I have no tips or updates this month. It's a miracle I got anything done. So, without further ado, here are my favorite design links from April. ### Explorers' Loot * What Cookbooks Can Learn from RPGs.**** For April Fools, I decided to flip the script and explore what cookbooks can learn from RPGs (a lot actually). * 5 RPG Ideas from Urban Design.**** The art and science of spaces and communities is (not surprisingly) immediately applicable to fictional ones. * Reviewing Rise of the Blood Olms. Yes, this is satire. The past year gave us a lot of great critique, but this glowing review pokes fun at the fumbles. ### Quests & Rumors Game jams, contests, and opportunities. Drop me a line on Bluesky. * Sci-Fi One-Shot Jam.**** The theme this year is: "Side Effects May Include..." You can make adventures for any system you like. The jam ends May 31st. * Old-School Essentials Month.**** Prepare your spirit for a collab project led by Exalted Funeral and Necrotic Gnome on Backerkit. May 5th – June 6th. * Islands!! Islands!! Islands!!! Jam**.** Design weird islands for the game _Islands of Weirdhope_ , a standalone expansion to Eco Mofos!! Ends June 1st. * You Cannot Play This TTRPG Jam**.** This is a game jam for games that do not exist. They won't ever exist. They will never be playable.**** Ends June 21st. * Make Moves Jam.**** Create or share singular Moves using Powered by the Apocalypse (PbtA) design philosophies. Jam lasts all year. Ends Dec 31st. ### Reviews & Critique Critique and examinations of tabletop rpgs, adventures, and more. * Mothership: A Useful Economic Baseline****_by Injector Seat._ A quick look at how the economy in Mothership's anti-canon grounds its horror themes. * Fatherfog: Flip Through****_by The Dolent Chronicle._ Mothership's newest sibling from Tuesday Knight Games is a fairytale horror with its own style. * Echo Brine****_by Idle Cartulary._ The _Shadowdark_ community is productive and remarkably consistent with its visual design. This review covers a standout. * Dungeon Inc.****_by Patchwork Paladin._ Another Mushmen production. This review is a first look. The game's premise, "What if the PCs ran the dungeon?" * The Monster's Overhaul****_by Seed of Worlds._ This review cuts to the chase: It's good. Get it. Few books have this much content organized so well. * 📺**** Kala Mandala Zines****_by Questing Beast._ Munkao is a gifted artist, worldbuilder, and writer. Ben from Questing Beast gives a glowing walkthrough. ### Design Examples & Best-iary The spotlight section of the newsletter full of showcases and projects. * Map Blog Bandwagon****_by Prismatic Wasteland._ The latest blog theme was maps! Over 50 different blogs participated with theory, advice, and more. * Lore: A Lord of the Rings Adventure Game Retroclone_._ This is a staggeringly large project paired with Rise Up Comus's Middle Earth Hexcrawl. * Fatherfog OE Out Now.**** Tuesday Knight Games, publisher of Mothership, has a new Fairytale Horror Game. You can snag the pdf for free right now. * Vaults of Vaarn 2E: Public Preview.**** Over 60+ pages of updated rules, options, and more. It's surprisingly polished for being a work-in-progress. * Interview with Stonetop Creators****_by Chase at Rascal News._ Jason Lutes and Jeremy Strandberg talk Stonetop and its many design and production insights. * ⚙️ Adapting the Nemesis System****_by Dice Goblin. "_ A proposed method to simulate that very addicting gameplay loop from a certain Lord of the Rings game." ### Theory & Craft Design tools, resources, theory, and advice for rpg designers from rpg designers. * Module Writing Tips****_by New School Revolution._ I like a good list and this one spares your work from simple technical mistakes. Clear. Functional. Good. * Writing Modules for Cairn****_by New School Revolution._ Oh? You want more tips but for Cairn specifically? Good on you. Here they are. I'd read both. * Perils & Princesses Creation Guide****_by Ryan Lynch._ This official guide provides guidelines, design principles, and materials for 3rd party work! * Elements of a Key 4: Rules for Key-Writing****_by BAATAG._ Misha's 4-part deep dive on keys and key writing concludes with this post of actionable steps. * Designing Pamphlet Games (with Shitty Printers in Mind)****_by Crow's Corner._ Make your fans' lives easier and give them something printer friendly. * How to Talk About Difficulty****_by Knight at the Opera._ What do we mean when we say a game is hard? Dwiz mines video games and more for the answer. * You Should Publish That****_by Hilander RPGs._ Solid advice for getting rpg stuff onto the page. "Write the shittiest version first. Make it better later." * Fullstack Refereeing****_by Among Cats and Books._ Normally I don't share GMing advice, but there's some design inspiration lurking in this post. ### Inspiring & Non-roleplaying Design tools, theory, and inspiration from the world beyond tabletop rpgs. * Fleurons, Mother of all Bullets****_by The Play Reports._ Bullet points, like a lot of things in modern design, can be blamed on Microsoft. Some history... * Why So Many Control Rooms Were Seafoam Green****_by Beth Matthews._ Color theory might be 1 part science and 2 parts occultism, but I love its work. * Dargon by Anne-Dauphine “Ando” Borione_from TypeTogether._ Fans of Velvetyne will recognize this type designer's pro-grade, RPG-inspired fonts. * 💡 State of Abandoned.**** Explore forgotten places from all over America with photography of crumbling and decaying factories, prisons, schools, and houses. * **💡** Vintage Milwaukee Bus Passes. The collection features bus passes from 1930 to 1979. After which, I assume Milwaukee became forgettably drab. * 💡 The Vault of the Atomic Space Age.**** Everything from boxy robots to groovy UFO-shaped houses. This would be good fodder for a sci-fi game. * 💡 Calendar Design in the Archive.**** Letterform Archive has a stellar collection of design ephemera, this latest curation is just another on the pile. ### Design Archive Old articles, missed articles, famous or overlooked, resurfaced for the newsletter. * Juicy Worms****_by Idle Cartulary._ What motivates players to not only engage with an adventure, but engage with it in natural, diegetic ways? A new classic. * * * ### Missed the last issue? Read it here. The Explorateur: Issue #18Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.Explorers DesignClayton Notestine * * * _This newsletter uses the occasional affiliate link to support Explorers Design. If you notice any broken links, mistakes, or bad actors, please let me know._ * * * Explorers Design_is a production of Clayton Notestine. If you liked this issue, please consider liking, sharing, and subscribing._ ## Sign up for Explorers Design Get The Explorateur, reviews, and other design resources. (Or follow along using your favorite RSS Feed...) Subscribe Email sent! Check your inbox to complete your signup. No spam. Ocassional nonsense. Unsubscribe anytime.

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The Cairn 2nd Edition adventure should be great, so what's missing?

Reviewing Rise of the Blood Olms

# Rise of the Blood Olms in brief. Buy _Cairn 2nd Edition,_ and you'll likely play its starter adventure, _Rise of the Blood Olms._ A small, straightforward adventure that'll last your group 1 to 2 sessions. It's exactly the kind of workhorse adventure I look for. The opening premise is borderline stock-standard. The player characters are investigating the disappearance of a group of spelunking scholars. Characters get paid a fee for recovering the academic's stuff and every studious nerd they bring back—dead or alive. How hard can it be? Exactly as much as you'd expect. In just a few pages, the entirety of _Rise of the Blood Olms_ reveals itself. The Olms have history. The academics _had_ history. It's all very fun and engaging without asking too much of five grown adults testing pints of Guinness for drinkability. And yet, I can't help but ask myself. This adventure might be fun to play, but what does any of this cave shit have to do with the Wall Street Putsch of 1933? # Good story. Flawed execution. _Rise of the Blood Olms_ is an introductory adventure. The kind of work every rpg ought to have in its catalog. If you're new to running _Cairn_ and its brand of adventures—the kind that emphasize problem-solving— _Olms_ is a great place to ease in. The zine is slim on pages, but surprisingly hefty with practical advice. Unfortunately, the concise writing and practical advice end exactly when we need them most. Sure, everyone knows a cabal of wealthy businessmen plotted a fascist coup d'état at the height of the great depression, but what's the historical context? The adventure opens with a rundown of the scholarly NPCs, their story, and what went wrong. We learn about their relationships, goals, and fate with just enough characterization to run the game. The adventure is surprisingly complete despite its brevity. Extensive playtesting has cut the adventure down to its essentials. Which makes its glaring omissions all the more perplexing. We get the name and stats for every side character, including a particularly fun little freak named Rufus, but we don't get a single named conspirator of the Wall Street Putsch. It's a baffling jumble of priorities. High Lector Geteli, the leader of the scholars, gets a war chest of actionable details in his stat block, but the very existence of Smedley Butler, the retired Marine Corps major general the financiers conspired to install as dictator, is left entirely to the reader's interpretation. I don't mean to be a prescriptivist. There are many ways to structure an adventure. Some designers insist on laying out the entirety of an adventure—no surprises, no interpretation, no tension. Other designers, like Yochai, take the opposite approach. Rather than highlight every important detail through writing and typesetting, _Olms_ ' lets is prose create an emotional resonance. Salience by means of experience rather than diction. Both approaches work. Both approaches can be art. It's all in the execution. I'm looking at this adventure based on what it does well. The subplot with the cannibal cave monsters is a highlight. But I have to wonder—does the plot about George Bush's grandfather trying to kill Roosevelt get a bit lost? I think it does. # What is Blood Olms _really_ about? _Rise of the Blood Olms_ is a story about exploitation. The scholars, "The Order of Nine," are the adventure's victims in need of saving and its guilty party. Over the span of just eleven locations, we get a story of resource extraction, environmental destruction, and the resulting extermination of a native population. It's a familiar, tangible scenario, charged with tension. If this were all _Rise of the Blood Olms_ was about, I'd consider it an effective and engaging premise. The problem is that, like the keying, it hyper focuses on its subplots at the expense of its central conflict: class warfare. It will be interesting to see how the player characters stack up against the GM self-insert, Smedley Butler. The adventure doesn't even name him, but we can gather from context that he's the story's intended protagonist. It's a challenging balancing act that the reader is left to manage entirely on their own. If the players are okay with a little railroading, they'll likely love the reveal that Smedley Butler was an anti-war socialist. It's an exciting highlight of the adventure, overshadowed slightly by the exploding gas trap in room C3. Of course, you'll need to do some deft improv to convey the best scenes effectively. The McCormack–Dickstein Committee meetings are particularly challenging. Those hearings and the resulting coverage by the pro-fascist _New York Times_ editorial board can quickly dominate the play session, sideline the player characters, and turn an otherwise quick and effective one-shot into a year-long campaign. Worst still, it's not even keyed. A few rules clarifications or play examples of Robert's _Rules of Order_ would have been a nice addition as well. Note-taking is a must for this adventure—it does not hold your hand through its subtle faction play. # Great in all ways but one. If you're looking for a romp in a cave of monsters, traps, and mysteries— _Rise of the Blood Olms_ is an easy recommendation _._ It's easy to run, fun to play, and sprinkled with moments that'll make your players feel smart, scared, and dumb all at once. Unfortunately, reviewing the adventure holistically, it falls short in several ways. If _Rise of the Blood Olms_ were just a starting adventure for new and experienced players—the kind who want terse writing and pragmatic keying—it would be a no-brainer. Sadly, it's also an adventure about the Business Plot of 1933, the one where American industrialists tried to form a shadow government in control of a fascist dictator. This adventure pays no time or attention to its central conflict, focusing on themes and techniques that are objectively bad, no matter what game or idea the designer is trying to convey. It's important to review creative work on its own terms. _Rise of the Blood Olms_ is perfect if what you want are eyeless, big-limbed shark monsters with a splash of social commentary. If you want a sprawling campaign about America's ongoing love affair with capitalist-backed fascism, move along. This adventure perfectly executes the classic fantasy adventure, but fumbles the rest. Disappointing. Stay tuned for my next review of the long-awaited game, _Stonetop._ Its mechanics and world-building are great, but is it a good manual on Pennsylvania Dutch woodworking? You'll have to read to find out. Until then, I'll keep exploring. * * * Explorers Design_is a production of Clayton Notestine. If you liked this article, please consider liking, sharing, and subscribing. Paying members get access to bonus tools and templates as a heartfelt thank you._

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Urban design is the art and science of shaping urban spaces. Let's steal from it.

5 Rpg Ideas from Urban Design

# Urbanism is on my mind. I've been reading a lot about urban design, walkability, and zoning in the States lately. I've always been interested in cities, even when I was sorting apples and shoveling mulch in the country. Urbanism is the study of city life. It overlaps with architecture, politics, identity, and more. Get deep enough and you'll start researching trees and local zoning laws. Today, I'm going to force an additional layer of overlap. What can urbanism teach us about designing spaces in rpgs? How do we make a space feel real and actionable? Urbanism has some ideas. * * * ## #1 It's about relationships. Not parts. This idea has been proven time and time again. Every part of a city and neighborhood is made more engaging and dynamic by its connection to other parts. For this reason, it's better to design things as connected pieces of a larger system. Housing improves people's lives when connected to places of work, recreation, and worship. A bike path gets more use, and more support, when it connects two crowded points of interest. Sean McCoy won a Bloggie for applying this idea to rooms in his post, Writing Rooms in Pairs_._ Murkdice did something similar with their follow up, Writing Encounters in Pairs. What urbanism might teach us is that these connections can be even less symmetrical. Give different pairs a shared degree of separation. Write rooms as a pairing of one room and one inhabitant, then make another pairing share the same room or inhabitant. Let the conflicts self resolve. One thing urbanism can build onto this idea, is how subtle these relationships can be. Small parts can trigger larger ones if put in the right place. ## #2 Forms make space. Not space alone. The park or plaza is not defined by its grass or bricks, but the buildings and forms that enclose it. A park that isn't enclosed by buildings, trees, and barriers gets less use. The plaza without a sense of enclosure is less memorable. When "urban renewal" burned its way through American cities in the post-war boom, it turned downtowns into a patchwork of spaces without silhouettes, usually for cars. In rpgs, maps feel better when their spaces are depicted as clearings or spaces carved from forms. In a dungeon, these are the white rooms 'carved' from crosshatched stone. In a city, it's the streets, city blocks, and alleys between the cages of city blocks. Even in a hex map, a plain is more evocative when it's enclosed by mountains, cliffs, and rivers. This is one advantage traditional maps, and even hex maps, have over pointcrawls (which hurts me to write). ## #3 If everything is a landmark, nothing is. Big-name architects love to design buildings that stand out. The problem is that when a city is nothing but spotlight-hogging landmarks, the space loses its sense of shape and meaning. In urbanism, object-like buildings work best when they're reserved for civic buildings, monuments, and historical landmarks. When landmarks are kept sparse and meaningful, they anchor the landscape, orient residents, define neighborhoods, and create natural paths of travel. The same can be said for dungeons. If every room is a set piece, players grow exhausted. Landmarks play a crucial role in exploration—they provide a point of reference, suggest different spaces, and break up the journey into pieces. If designing a fictional city, landmarks are what players form relationships with. It can be big, like a massive statue, or small but unique like a tavern. ## #4 Design for activities. Not uses. What makes a park, coffee shop, or bench lively? If we focus on just uses, we get boring transactional spaces, the kind that go under appreciated. Activities pull people in, accommodate multiple uses, and prompt a variety of interactions. A park designed for fresh air is less engaging than one designed for bird watching, volleyball, or activism. A coffee shop that just serves coffee is a glorified vending machine compared to ones designed for working, reading, and meeting friends. Even the humble bench is elevated by identifying activities besides sitting. A bench made for people watching, waiting on family members, or watching street performers is a bench that can host stories. The best way to apply this idea is probably in dungeon design. A guard room isn't just for guarding, it's also where orcs pass time, sharpen their axes, roll bones, and practice singing anti-dwarf songs. Identify activities within rooms to give them more texture and points of interaction. Let the activities in a room fill them naturally. A kitchen in a dungeon is more evocative and easier to write when we identify what kind of cooking and eating it's for. ## #5 Hint at what's in store for them. Pedestrians don't enter spaces that leave no sign of what's inside them. It's one reason why stores have window displays—so people know what they sell (and how cheap or expensive the goods are). It's also why bars like having their music pour out into the street. Why parks grow trees and build landscapes that frame their contents. Even something as simple as a door, and the architecture framing it, tells us something about what to expect. The rules that motivate pedestrians to enter new places at the risk of dissatisfaction or embarrassment, also motivate player characters to enter rooms where their limbs might get ripped off. Thankfully, in rpgs, we can reasonably assume players will open the door anyway, but they'll make more informed choices and feel better about making those choices, if we hint at what to expect. Make the action or value in the room seep out of it. Give doors and hallways character, whether it's a spooky demon carving or a welcome mat. Hallways should always have sights, sounds, and smells spilling into them. * * * # Books to read on urban design. If you like what you've read here, and want to learn more about urban design, urbanism, and walkable cities. I strongly recommend the following books. 101 Things I Learned in Urban Design School**__** by Matthew Frederick and Vikas Mehta. If you're looking for some top-level ideas to skim off the top, this book is a fun intro. It summarizes concepts found in lots of other books, usually with a little illustration to accommodate it. Walkable City: How Downtown Can Save America_****_ by Jeff Speck. This is the most user-friendly but still in-depth exploration on urbanism I recommend. In addition to being a great primer on sidewalks, parking, and city design—the author has a dry, sarcastic tone city goers will be familiar with. The sequel, _Walkable City Rules,_ is even better in some ways if you decide to become an advocate. Strong Towns: A Bottom-Up Revolution**__** by Charles Marohn. If you're not American, this book isn't for you (consider this a blessing). It's about fiscal policy and urban development patterns. I should warn you, the author considers himself a fiscally conservative libertarian—which will surprise you when the book's ideas are more often championed by anarcho commies and socialists. Centrists have no idea leftists know how to balance a checkbook and upkeep sewer systems. If you pick up this book, think of it this way, you finally have a way of selling urbanism to conservatives using a common language. A Pattern Language_****_ by Christopher Alexander. This is a legendary book. It's as dense as the Bible with over 1,000 thin pages. It's hard to describe this book. People online tend to describe it as a manual for building beautiful houses—which is like calling _The Great Gatsby_ a great book about billboards. Let me put it this way: the magical thing about reading is that you spend your whole life with thoughts and ideas never articulated or shared with anyone, not even yourself. Then one day, you open a book and find those exact thoughts and ideas written by someone from over a hundred years ago—and they didn't just write it down, they wrote it for you. That is _A Pattern Language_ when it tells you about city streets, ivy-covered walls, and cramped little cafes. It's excellent. The Death and Life of Great American Cities_****_ by Jane Jacobs. This is the ur text of urbanism. It's a little dry and overlong in parts, but it's still the formative text that everything else is built on. I recommend reading it. Actually, I recommend reading _The Power Broker_ by Robert Caro and then this book like some kind of nerdy two-part epic—but that would require reading 1,830 pages. If you're a total freak, I recommend it. * * * # Final thoughts on urban design. If I can be a little vulnerable here. Picking up urban design after a long break has pumped me up, but had a cooling effect on my rpg writing. I think the genocide perpetuated by the US government, cost of living, the rpg discourse, and the recent anti-art sentiment has forced me to look elsewhere for satisfaction. I can't help but think, If I'm going to be quote tweeted or forced to read another manifesto, why not do it over legislation or local issues? I'm still pretty excited to write about other things on Explorers Design. I could write three more posts just like this one. There's a lot of overlap across different design disciplines. Tabletop games are inter-disciplinary in ways other mediums are not. Let me know what you think. Until next time, I'll keep exploring. * * * Explorers Design_is a production of Clayton Notestine. If you liked this article, please consider liking, sharing, and subscribing. Paying members get access to bonus tools and templates as a heartfelt thank you._

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I'm flipping the trope on its head. And I'm dead serious.

What Cookbooks Can Learn from RPGS

# The cookbooks we play. I've indulged myself with two collections. Tabletop roleplaying games and cookbooks. The game books are squirreled away. Like forbidden little tomes and zines, they live in the dark corners of my office. The cookbooks, on the other hand, live like zoo animals in my kitchen. Guests get to marvel and pet them when they visit. I've got one for everything—French cooking, tiki drinks, wok maintenance—you name it. I use them too. There's olive oil and paprika embedded in the spine of these books, when I'm gone and they're donated, my flour thumbprint will be all that's left of me. Now I know what you're thinking, why is Explorers Design writing about cookbooks? Specifically the kind that live next to boiling pots and cutting boards? The reason: rpg books are often compared to cookbooks. The meme online goes something like, "What can rpgs learn from cookbooks?" The answers don't always translate to rpgs, if I'm being honest. But today, because it's April 1st—I'm flipping the question on its head. And I'm dead serious when I say this: There's a lot cookbooks can learn from rpgs. * * * ## #1 Present ingredients like monsters in bestiaries. I understand cookbooks are reticent to give specifics about certain ingredients, namely the brand and variety, but every player knows "goblin" is not the same across systems, adventures, and tables. When I crack open a cookbook, I want to know which white wine I should be putting in my sauce. Are they're asking for the Daggerheart (Chardonnay) variety or the Warhammer (Gewürztraminer) variety? Do not tell me a recipe needs "soy sauce," that's not specific enough. What kind of soy sauce? From what region? How old? What brands are the good ones (because let's be honest, some soy sauces are just salt water with dye). I want cookbooks to do the minimum amount of legwork found in your aveerage monster stat block. ## #2 Key your recipes like dungeons. Some cookbooks are designed to be something other than a manual—like art, history, or philosophy. Like many rpgs, those books don't need special typesetting. A few of my cookbooks don't even number the steps in their recipes, because they're mostly memoirs or manifestos about cooking beans. But let's assume some cookbooks want to act like manuals. They want to be used at the table (sound familiar?). Those books should be stealing from dungeon-based dungeons. Why aren't ingredients getting special formatting? Why can't I see where the ingredients live in the recipe at a glance? I know I'm supposed to read the recipe in advance, prep for my cooking sessions—but why can't I have both? And why are some steps not nested inside of each other? If I'm mixing a bowl of dry ingredients, and there are steps within that grouping like sifting in baking soda, roasting powders, or grinding spices—why not have them grouped together as trappings of a larger component in a recipe? The same way an adventure like _Sharky_ by Idle Cartulary nests details within details. ## #3 Show mise en place like a map. Mise en place is a French culinary phrase that means, "putting in place." It's a fancy way of saying, have all of your ingredients out on the table, prepped and ready. That way, when you get to the part where timing is everything, you can add ingredients without racing to mince garlic. Most of my favorite cookbooks will show a picture of the finished dish—that way you have an idea of what your striving for. A few books even show pictures of the ingredients—but what if those ingredients were depicted mise en place, arranged, notated and presented like a dungeon map. What if you could turn the page to a recipe and see the culinary adventure laid out before you—all of the ingredients, the prep, and the relationships mapped out as ingredients in little bowls and ramekins on a counter. I'm not saying all cookbooks should have mise en place maps, but the beginner cookbook or prep-heavy cookbook that steals this idea is going to really stand out. ## #4 Different function means different ingredient. In many rpg books, permutations of monsters with unique interactions are listed as separate monsters. That's why you might have dire wolves or skeletons with spears listed separately from wolf pups and skeleton knights. Having them separated highlights their differences and telegraphs their presence in the adventure. It also lets the GM know what to expect, "Don't prep for just one." Too often I've read an ingredient list in a cookbook, prepared it as written, and been told to un-chop the almonds, un-cook the onions, or garnish with something that's already been added to the stew. This is a problem fixed with a pre-read and prep, but it would be improved if the permutations of ingredients were listed in the ingredient list as separate entities. This requires a fundamental reconsideration of what the ingredients list in a cookbook is. I think many people assume the list of ingredients is a list of contents, but many cookbooks treat it as a shopping list—that's why its listed only semi-prepared or not at all. Perhaps some cookbooks would benefit from two separate lists. The shopping list and the prep list. ## #5 Give me the cookbook-specific advice. Most rpg books provide GM support whether it's procedures, techniques, or "hacks" for certain scenarios. Cookbooks have similar sections in their books, especially cookbooks that are geared towards teaching. But what a lot of rpg books do is give tailored advice, techniques, and hacks that do not transfer to other rpgs. They're hyper-specific to that game's rules and procedures. Sure, there are the commonalities, like how to handle the spotlight or make a ruling, but the really good rpg books aren't afraid to get into the weeds. If a cookbook is about eating seasonally, I want a chart with the produce mapped seasonally, and I want advice on how to buy produce that's ripe and unspoiled. If I'm buying a cookbook on French cooking, tell me everything about butter and cream. How do I pick the right wine? If this book is full of trendy, instagram food (like many new cookbooks are), give me a section on plating. Give me all the hacks the nonnas, hungover chefs, and aunties know. * * * # My favorite rpg-like cookbooks. This is a transaction. I'm sharing mine so you'll share yours. What cookbooks do you feel are especially well-made and designed for cooking? What kind of innovations or qualities do they bring to the kitchen that other cookbooks do not? * **_The Wok_ by J. Kenji López-Alt.** The ingredients list in this is perfect. It tells you brands, types, and even how prominent they are in the book's recipes. It also has tons of advice and background information on individual recipes. * **_Start Here_ by Sohla El-Waylly. **The graphic design in this book is overtly practical. I have my qualms about some of the keying, but I can't deny that the books emphasis on hacking and building on recipes is killer. * **Smuggler's Cove by Rebecca and Martin Cate.** Forget what you know about Tiki drinks. This is like a setting book for drinking. It has history, regions, and even some secret formulas for lesser known drinks. * **_Six Seasons: A New Way with Vegetables_ by Joshua McFadden. **It's like a campaign book for cooking. Organized by time of year, you eat from it chronologically based on seasonality. * **_The Art of Fermentation by Sandor Katz._** There are bigger and more beautiful books on fermentation, but this is the best one for actually getting into the practice. It's a book all about fundamental technique. * * * Explorers Design_is a production of Clayton Notestine. If you liked this article, please consider liking, sharing, and subscribing. Paying members get access to bonus tools and templates as a thank you._

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Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.

The Explorateur: Issue #18

# Three Design ideas for RPGs. ### #1 Content can be helped or hindered by its format. The format, size, and dimensions of your publication creates inherent allowances and limitations that compliment or hinder different writing, art, and more. For this reason, format is never automatically transferrable or an insignificant design decision. Some games, like _Apocalypse World_ , sing in epub or physical formats like US Trade, while games like _Triangle Agency_ do not. ### #2 The better you know "the rules" the better they break. The rules are worth learning _especially_ if you plan on breaking them. Think of them like an inheritance. If you break them without understanding them, you risk repeating the same mistakes and being unoriginal by dint of ignorance. But if you learn the rules (and, more importantly, the reasoning behind them), then you can break the rules in new and targeted ways as innovation, commentary, or rebellion. Part of learning a rule is learning how others broke it last. ### #3 Nothing beats real experience and perspective. The more time I spend in physical spaces playing games, reading books, and talking to real people—the better I get at my craft. Mastery over the theoretical is worse than nothing. Play games. Playtest often. Read non-rpg books. Go for walks. Cook food for others. Print shit out. Crumple it up and throw it away. Ride a tram. Drink a pint. Sit on a bench. Memorize different species of birds. Be real. ✋ ****Did you know this post gets updated?**** Sometimes I miss something and add it later. Don't forget to check out the web version for the latest treasure trove of links. ### Quests & Rumors Game jams, contests, and opportunities. Drop me a line on Bluesky. * Old-School Essentials Month.**** Prepare your spirit for a collab project led by Exalted Funeral and Necrotic Gnome on Backerkit. May 5th – June 6th. * Cave Jam!**** Make caves. Or lairs. Every cave tells a story older than fire. And some of them have big frog dudes with clubs and shit. Jam ends April 14th. * Lean Green Zine Jam.**** I love any jam that supports tiny bursts of creativity. This one: Make it small. Make it green. Make it a zine. Ends April 20th. * Blog Bandwagon: Maps!**** This blogging event, hosted by Prismatic Wasteland, is all about maps! Share all of your map ideas. Ends April 27th. * Total//Effect//Jam.**** Binary Star's hosting a jam to celebrate the launch of Null_Space, a sci-fi game with novel mechanics. Jam Feb 16th – April 30th. * Islands!! Islands!! Islands!!! Jam**.** Design weird islands for the game _Islands of Weirdhope_ , a standalone expansion to Eco Mofos!! Ends June 1st. * You Cannot Play This TTRPG Jam**.** This is a game jam for games that do not exist. They won't ever exist. They will never be playable.**** Ends June 21st. * Make Moves Jam.**** Create or share singular Moves using Powered by the Apocalypse (PbtA) design philosophies. Jam lasts all year. Ends Dec 31st. ### Reviews & Critique Critique and examinations of tabletop rpgs, adventures, and more. * Public Access is Not What You Think****_by Fail Forward._ This review has spoilers which, to be honest, the "spoiler" is what I want reviewed in games. * Rating Every Room in White Plume Mountain****_by Prismatic Wasteland._ The classic TSR module gets a fun room-by-room review with star-ratings. * Roach Motel****_by Idle Cartulary._ If you love graphical layouts with neat little tricks and shorthands, Norgad's work is unmissable. Nova digs deeper... * Drought Dragon Desolation****_by OSR Rocks!_ How much detail is too much? What supports play in Merry Mushmen release by Liam Pádraig Ó Cuilleanáin? * Emergence_by Save vs. Total Party Kill._ Another Mothership module: bleak, weird monsters, and evil corporations. How does Emergence fare with the formula? * Take This You Fiends! (Tunnels & Trolls)****_by False Machine._ Every review of _Tunnels & Trolls_ introduces me to an entirely different game. * Building Circuits in We Shall Be Monsters****_by Skeleton Code Machine._ SCM explores how Seb Pines's latest release uses a zero-luck prompt system. * 🎙️ The Voice of the Text (Triangle Agency) _by Dice Exploder._ Seraphina Garcia Ramirez and Sam D talk _Triangle Agency_ , it's writing, voice, and more. * 📺 Draw Steel _by Questing Beast._ A review and play report that captures a lot of what makes _Draw Steel_ different, which is to say: a whole lot. ### Design Examples & Best-iary The spotlight section of the newsletter full of showcases and projects. * TTRPG Webrings****_by Cobb.Land._ I love webrings, they offer a kind of "walkability" to connected blogs. Explorers Design is part of the root ring. * ⚙️**** Diceless Resolution****_by New School Revolution._ A super simple resolution system that reminds me of playing rock-paper-scissors in LARPs. * ⚙️ Exquisite Chimera****_by Patchwork Paladin._ I've seen this idea before, but I like this version best. It takes some inspiration from lore blocks, too! * ⚙️**** Designing Location Blocks****_by The Play Reports._ A side-by-side comparison of different games and how locations can work as lore blocks. * 📺 State of the OSR (at PAGE)****_by Limithron._ It's been a year since the last "State of the OSR" panel at Gary Con. This time with new guests! A fun show. * **📺** Interview with Emily Entner****_by Wet Ink Games._ Emily's design work speaks for itself: Precious Things, _Glatisant_ , and _The Peddler's Prize_. ### Theory & Craft Design tools, resources, theory, and advice for rpg designers from rpg designers. * What is a degenerate game state?****_by Skeleton Code Machine._ Exploring the concept of degenerate strategies and game states in board games and more. * Gears of System, Gears of Lore****_by Old Dog Games._ A post all about rules, their friction and impact, using gears from cars and bikes as a metaphor. * Elements of a Key 3****_by BAATAG._ An audit (and investigation) into different room descriptions from _Holy Mountain Shaker_ to _Keep on the Borderlands._ * Designing for Pirate Borg Pt. 3****_by OSR Rocks!_ This three-part series is a great read for designers who plan to publish. A walkthrough on development. * Energy Coin Adventure Design****_by Mindstorm._ A mental model for mapping out dynamic and static elements in an adventure as potential and kinetic. * Rules are not neutral!****_by Humberto Tramujas._ An important reminder that context is inescapable. "Rules are not neutral; they carry traces of past use." * Dungeons are People****_by 3_ ×5 _Arcana._ "A dungeon worth dying in, has _personality_. It _believes_ things, it _wants_ things... It _is_ a person." * Everything I Know About Making RPGs****_by Brackish Draught._ This is a long post with a little bit of everything for everyone from art to advertising. * 🎙️ Ship of the Dead Podcast is back!**** If you like listening to design, craft, and industry chatter. I highly recommend listening to the whole backlog. * **📺** Designing Puzzles for Adventure Games****_by Direct Sun._ Brad Kerr and Joseph R Lewis join Direct Sun to talk all about panels at Gary Con 2026. ### Inspiring & Non-roleplaying Design tools, theory, and inspiration from the world beyond tabletop rpgs. * A Comprehensive Guide to Book Cover Design Cost _by I Need a Book Cover._ An invaluable look into the current rates for literary publishing. * King Gizzard and The Poster Wizard****_by True Grit._ An interview and tour with _King Gizzard & The Lizard Wizard's _poster designer, Amy Jean. * Making Type: John Roshell Comic Craft and Swell Type****_by Adobe._ A conversation with the type designer who pioneered comic book digital lettering. * 💡 BP&O Branding Archive**.** If you like logos, word marks, and color palettes, you'll like this publication that researches and reviews them. * 💡 The Design Blog.**** Similar to the link above, this website has all kinds of inspiration from graphic to interior design for brands of all types. ### Design Archive Old articles, missed articles, famous or overlooked, resurfaced for the newsletter. * **⚙️** Bingo-Style Experience Points****_by Githyanki Diaspora._ I'm surprised this five-year old post never ended up in everyone's mechanics chop shop. * New Simulationism****_by Sam Sorenson._ This is a manifesto about diegetic play. It has stood the test of time, which is not something most manifestos do. * * * ### Missed the last issue? Read it here. The Explorateur: Issue #17Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.Explorers DesignClayton Notestine * * * _This newsletter uses the occasional affiliate link to support Explorers Design. If you notice any broken links, mistakes, or bad actors, please let me know._ * * * Explorers Design_is a production of Clayton Notestine. If you liked this issue, please consider liking, sharing, and subscribing._ ## Sign up for Explorers Design Get The Explorateur, reviews, and other design resources. (Or follow along using your favorite RSS Feed...) Subscribe Email sent! Check your inbox to complete your signup. No spam. Ocassional nonsense. Unsubscribe anytime.

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Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.

The Explorateur: Issue #17

# Three Design ideas for RPGs. ### #1 Until you can explain it simply, you don't understand it fully. This is a good thing. It means you still have something to discover about the game, rule, or idea that you're trying to describe. I heard this bit of wisdom from an architect ages ago and I can't help but apply it to everything—game design, marketing, politics—you name it. Plain and approachable language doesn't mean a lack of knowledge, but the presence of it. Until you have that plain articulation, you don't have it figured out. Keep chipping at it. Sometimes the thing that unlocks everything else is the name. ### #2 Separate your project goals from its table stakes. I've been thinking about this lately after running design workshops at my day job. It's a common mistake. A project starts with a goal and it's a nothing burger. The equivalent of a restaurant declaring, "Our mission is to serve good food." Of course it is. Bad food puts you out of business. Good goals are unique and specific—they close doors and create focus. Stand for something. Banality makes a project weak, un-focused, and vulnerable to drift. Don't try to make a "good" game. Try to make a game that does specific things well. ### #3 Consider putting that dividing line somewhere else. Sometimes designers put a column-width line between their headers and its respective body copy. In most cases that's wrong. Controversial, but you should never sever the head from its body. If you want to underline the type, use the underline feature. Don't use a dividing line. You want the relationship between your header and body copy to remain connected. When you use a dividing line as decoration, you rob it of its function and risk creating confusion. Instead, put the line _above_ the headline so that it separates it from _other_ sections. For most projects, you don't even need dividing lines, whitespace does the same thing unobtrusively. Open a well-designed textbook or cookbook, and you'll notice that the space between a section's header and paragraph is smaller than the vertical space between the end of one section's body copy and the next section's header. ✋ ****Did you know this post gets updated?**** Sometimes I miss something and add it later. Don't forget to check out the web version for the latest treasure trove of links. ### Explorers' Loot * **The Bloggies Concludes for 2026.****** If you somehow haven't seen the nominees and winners of this year's Bloggies, you're missing out. * **Designing Lore Blocks.****** I revisited the character schema designed by Zedeck Siew and Munkao in _Reach of the Roach God,_ and retooled it into a stat block replacement for stat-free games. * **Explorers UI Updates.** I've managed to make updates to the website's code. I tweaked accordions, removed Google tagging, and added a floating table to the sidebar for desktop users. Please hold the applause until the end. ### Quests & Rumors Game jams, contests, and opportunities. Drop me a line on Bluesky. * **Old-School Essentials Month.****** Prepare your spirit for a collab project led by Exalted Funeral and Necrotic Gnome on Backerkit. May 5th – June 6th. * **Lean Green Zine Jam.****** I love any jam that supports tiny bursts of creativity. This one: Make it small. Make it green. Make it a zine. Ends April 20th. * **Total//Effect//Jam.****** Binary Star's hosting a jam to celebrate the launch of Null_Space, a sci-fi game with novel mechanics. Jam Feb 16th – April 30th. * **Make Moves Jam.****** Create or share singular Moves using Powered by the Apocalypse (PbtA) design philosophies. Jam lasts all year. Ends Dec 31st. ### Reviews & Critique Critique and examinations of tabletop rpgs, adventures, and more. * **Daggerheart - a Dishonest Review (full of Lies)******_by Valeria Loves._ Another incisive review delivered in the style of an insult comic routine. * **🎙️****Settlers of a Dead God******_by Dead Letters._ Sam, Misha, and Walid give a crash course on setting guides before asking, "How does _Settlers_ do?" * **🎙️****Triangle Agency******_by Dead Letters._ I couldn't share only one episode.__ Triangle Agency is a brain-burner. A sublime drowning of theory awaits you. * **🎙️****Resonant** _by Ansible Uplink._ Chris Airiau and David Kenny cover a lot of design ground in this review of Amanda P.'s sci-fi module. A long listen. * **📺****Public Access** _by Quinns Quest._ The Carved from Brindlewood system gets some love in this episode. We get some insight into Quinns' playstyle, too. * **📺****Legends of the Mist******_by Deficient Master._ This frenetic video covers one of my favorite games. If you like mechanics like FATE's, give it a watch. ### Design Examples & Best-iary The spotlight section of the newsletter full of showcases and projects. * **🎙️****We Read the Bloggies** _._ If you don't want to read the nominees from this year's Bloggies, I have good news: You don't have to. You can listen to them! * **Bloggies for Casuals******_by The Dolent Chronicle._ A great primer for casuals who don't have it in them to read 80+ posts (you are likely not the audience). * **⚙️****Armour for Lodestar******_by Rambled Worlds._ If you like a more granular armor system, I think this multi-layered AP sub-system is particularly fun. * ⚙️ **Shoulder Tables******_by Bommyknocker Press._ This random encounter/events table might look familiar, but I love the framing here. Finally a satisfying label. * ⚙️ **Be of Good Cheer******_by Goblin Punch._ A fun GLOG-inspired system for healing that links to downtime activities like sharing meals and having friends. * **📺****Gallows Corner RPG Readthrough******_by Bastionland._ What a beautiful game to look at. This history-inspired game about peasants is worth the look. ### Theory & Craft Design tools, resources, theory, and advice for rpg designers from rpg designers. * **Product Photography******_by Graftbound Press._ Another educational how-to post from Graftbound. This kind of effort beats mockups every time for me. * **Tyranny of the Form******_by Nate Whittington._ "Is the zine throttling the creativity of the scene? I think, emphatically, yes." A thought-provoking read. * **The Visual Design of Blades '68******_by Old Dog Games._ Tim's one of the best designers working in rpgs today, and this sneak peek into '68 feels like a heist. * **You Need to Describe Doors******_by Murkdice._ Information leads to better decision making. So why do most adventures not describe doors anymore? * **Talking to the Dungeon******_by Failure Tolerated._ How does a dungeon converse with its players? How does an adventure speak to interactivity? * **Writing things in Networks is Unreasonably Effective******_by Dungeon Merlin._ I like how much this design truth is doubly true in analog rpgs. * **Pokemon is OSR******_by Prismatic Wasteland._ I see some overlap. Dungeon delving, resource management, and party constraints—now with Team Rocket. * **Unblocking Yourself: Dungeonize your Home** _by Rise Up Comus._ I love any creative technique, this system would work remarkably well for Mausritter. * **Navigation Games******_by Knight at the Opera._ Answering the question: How do you run (and design) a dungeon that players navigate and explore diegetically * **📺****The Layout Rogues Guild: ZiMo Workshop w/Mike Martens** _by Plus One Exp._ This is an entry-level college lecture on layout, type, and design. ### Inspiring & Non-roleplaying Design tools, theory, and inspiration from the world beyond tabletop rpgs. * **Communities are not Fungible******_by JA Westenberg._ A sobering read that pulls ideas from urban design and other fields about the nature of community. * **A Comprehensive Guide to Book Cover Design Cost.****** Shout out to Lone Archivist who shared this with a few of us designers. A cool look outside rpgs. * **Overlay Fact Sheet.****** Another great find from designer, BESW. This one is all about those accessiblity overlays on websites (and why they're not ideal). * **🗄️****Jules Vernacular.****** Take a tour through France and marvel at all of the immaculate signage, from blackletter-appointed inns to mid-century grocers. * **🗄️****The Tenth Muse.****** 120,000+ artworks from museums and institutions — searchable by feeling, mood, atmosphere, era, and medium. (With a grid view.) ### Design Archive Old articles, missed articles, famous or overlooked, resurfaced for the newsletter. * **The New Transparency******_by Jared Sinclair._ An influential list of principles. They're idiosyncratic—aggressively so—which results in compelling results. * **Designing an Afrocentric Megadungeon** _by Alife Allah._ I really loved the perspective on this post, it got my gears turning on how culture informs design. * * * ### Missed the last issue? Read it here. The Explorateur: Issue #16Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.Explorers DesignClayton Notestine * * * _This newsletter uses the occasional affiliate link to support Explorers Design. If you notice any broken links, mistakes, or bad actors, please let me know._ * * * _Explorers Design_ _is a production of Clayton Notestine. If you liked this issue, please consider liking, sharing, and subscribing._ ## Sign up for Explorers Design Get The Explorateur, reviews, and other design resources. (Or follow along using your favorite RSS Feed...) Subscribe Email sent! Check your inbox to complete your signup. No spam. Ocassional nonsense. Unsubscribe anytime.

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An alternative to stat blocks designed for The 1 HP Dragon.

Designing Lore Blocks

# The first lore block I know. Ever since I read _Reach of the Roach God_ by Zedeck Siew and Munkao, I've been fixated on one thing. For most folks it's the writing, art, and design— _Reach of the Roach God_ is a sumptuous book, one of my favorites on my shelf—but for me, the real prize is on page fifteen. It's a "stat block" and write-up without stats. Image from __Reach of the Roach God__ by Zedeck Siew and Munkao Zedeck describes this creature write-up as a rigid schema. A kind of system-agnostic stat block. Except it doesn't have stats, so it focuses on the other details that give a character substance —things like relationships, actions, and reactions. Since the book is almost impossible to get now, I'm going to share the magic behind this tidy little passage using Zedeck's own words. ## How the rigid schema works. #1 The **FIRST WORD** describes the _power_ this character wields in the world: * ORDINARY. Common folk; a wild boar; a venomous krait. (A kind of snake.) * EXTRAORDINARY. Storied Heroes; a fearsome ghost; a demon. * POWERFUL. Saint-kings; a city god; an earthquake giant. * OVERWHELMING. Sea goddesses; world spirits; ancient divinities. #2 The **SECOND WORD** describes the _health_ of this creature: * HALE. Muscular; vigorous, can take hits. * FRAIL. Unhealthy; brittle, goes down quick. #3 The **THIRD SENTENCE** is a list of _three skills_ this creature is expert at. They should receive significant advantages whenever acting on or challenged in these things. #4 The **FOURTH WORD** describes the creature's _attack_ : the weapon or body-part they use to cause harm, or defend themselves. Can they be disarmed? (Remember this for later.) #5 The **FIFTH SENTENCE** is a list of the creature's defenses: armor, or protective charms. Every item on the list offers additional protection. Can these shields be broken? (Again, remember this for later.) ## Breaking down the rigid schema. A few things about this schema stick with me. For one, it lends a lot of broad detail that traditional stat blocks might otherwise obfuscate, bury, or offload to tools. I always found it strange how often stat blocks open with a character's more passive features. This schema conveys those same details—general power and health—in relation to other things, which ties them to the world, dungeon, and setting. In a way, attributes do this, but the relationship is murky. Consider, for example, Mausritter, where attributes relate to other mice, but have no proportional scale with something like cats or snapping turtles. The same applies to games that have universal stats, like strength and dexterity. Zedeck's relational "stats" might be inevitable, given the ultimate goal of translating these characters to a system—but I think we actually gain something in the exercise that wasn't there before: orientation within the world via comparison. The second thing I like about this schema is how economical it is. I like how everything after the first and second word are actions and reactions. How it conveys information through natural speech. And I especially love its lossless translation to the fiction. These are words the characters might actually use, there's no pidgin language between the players and characters. What's on the page and in the fiction is identical. After this rigid schema, character write-ups get Zedeck's characteristic stabs of prose. Characters come to life in their own words, signaling their motives, desires, and all the quirky details you might use to actually roleplay them at the table. ## What can we take away from this schema? The schema is an awesome innovation disguised as a system-agnostic workaround. It's a shame I haven't seen it adopted in other books. It's fun to read, unobtrusive, and shores up the intrinsic qualities of the adventure and setting. What the schema in _Reach of the Roach God_ choses to convey reinforces what the world is about, and creates a web of similarities and differences between characters. For example, in one village, almost every character is labeled as _unprotected_. They have nothing shielding them from harm. It's so ubiquitous, you might think they're all defenseless. And then, just when the pattern is set, it breaks. A character gets _charmed beads_ where _unprotected_ should be. Then another character, the oldest and frailest of the bunch, gets a _brass amulet._ In a more traditional stat block, every character, even _unprotected_ ones, might have some kind of AC, "Armor as Leather," or similar baseline, but in this schema the difference is starker. The beads and amulet mean something—they have to when the economy of words is so slim. It should also be mentioned that the schema paints directly onto the mind, which means anything that provides additional imagery—like Munkao's illustrations—don't have to clarify or double-up on what's written. It can provide new information. The schema favors action and sensory details that can't be drawn, like sounds and smells. The art gives us visuals, textures, and even personality in the facial expressions. If I was to adopt this technique in an adventure today, I'd think about the changes I might make to match my genre or themes. If it were a fantasy epic, I might add a third word noting a noble house, like in _Game of Thrones_. If it were a sci-fi game, I might add another word like _organic_ or _synthetic_. This schema is flexible enough that it could accommodate a wide range of genres. But, I can't leave it at that. I have a 1 HP Dragon to slay. A system without hit points, stats, or even combat in the conventional sense, and I think this schema or "lore block" is a big piece of the puzzle. This next part is about Lore Blocks. * * * An example of a lore block using Smaug from __The Hobbit__ by JRR Tolkien. # Introducing the lore block. You can see the similarities. It's the same basic idea for a game you can't play yet. If you haven't read The 1 HP Dragon, you might not notice the nuances here, but I'll walk us through it. ## How the lore block works. This lore block uses the same basic principles as Zedeck and Munkao's schema, but works with no conversion. In my current playtests, _Whisker Kings_(A swords-and-whiskers Arthurian epic) and _Troubleshoot_(A sci-fi problem-solving adventure game) player characters have to "solve" their enemies before they can defeat them. If they can do so with no risk of failure or harm—they don't have to roll. In the next installment of "Slaying the 1 HP Dragon," I'll eventually reveal how that works. In the meantime, let's look at the pieces that make up lore blocks (look up): #### The Opening Line A1. The FIRST WORD is the _influence_ this creature has on the world. It tells the game master how notable this creature is. How important are they to the larger narrative before the players potentially kill or promote them? * COMMON. Ordinary folk; a pack of wolves; a bandit. * UNCOMMON. Notable individuals; zombies; a bugbear. * STORIED. Power players; a chimera; a famed bard. * LEGENDARY. Faction leaders; a dragon; a lich. A2. The SECOND WORD describes the _power_ this creature has to inflict harm. It tells the game master how aggressive to play the creature, and the consequences for player failure. Less powerful creatures can take multiple rounds before they threaten harm, if ever. Powerful creatures put harm immediately on the table. * HARMLESS. A non-dangerous, trivial, or powerless creature. * HAZARDOUS. A creature that can create complications. Inflict harm if able. * DANGEROUS. A creature that creates complications and inflicts harm. * PERILOUS. A living complication. Harm is inevitable. Death is likely. A3. The THIRD WORD describes the creature's _kin_.__ In fantasy this is their species, but it could just as easily be a political ideology, profession, or nickname. It depends on the game and how it interacts with the fourth word. A4. The FOURTH WORD describes the creature's _affiliation_. If they have no faction, their affiliation defaults to the land or ecosystem they live in. Grouped with the earlier _influence, power, and kin_ , this opening salvo communicates the consequences for messing with this creature. Do they have friends? Will they be missed? Will someone or something mourn their defeats and aid their victory? #### The Personality Lines B1. The FIRST SENTENCE is the creature's _instinct, goal,_ or _love_. A really good line should color the creature's attitude and behavior. It should also give the GM and players something they can bargain or leverage (if they can figure it out). B2. The SECOND SENTENCE is the creature's _weakness,_ _flaw,_ or _hate._ These tend to be a lot easier to write, they lend themselves to player interaction and incentive. They also tend to lead into the creature's armors (and how to circumvent them). #### The Creature's Armor C. The creature's armor is where the lore block is its most mechanical. In the fiction, a creature can have an almost infinite number of barriers protecting them. Most of them are common sense, like being in another place, out of reach, or a bear being immune to an onslaught of spoons. But the lore block's armor are narratively-significant. They indicate not only what protects the creature but what they do and how they do it. * BARRIERS.**** Many armors are metaphorical walls, like plate armor, invisibility, or an immunity to slashing weapons. They're what keep the creature safe. Player have to find a way to either bypass, negate, or break a barrier. * DETERRENTS.**** Sometimes the best defense is a promised stabbing for the trouble. Players have to describe how they avoid, withstand, or break a deterrent if they don't want to suffer it. Can they be disarmed? * FALLOUTS. A creature with sizable influence will always leave lasting consequences in their absence, but fallout is immediate—it's an explosion, disease, or curse. Exceptionally prepared players solve for fallout. #### The Creature Description D. The last part of the lore block is its most open-ended. Mine usually include a quote, a telling description, and some loot. It's very easy to write when you're cribbing from JRR Tolkien. I did my best to match my inspirations, Zedeck, Gearing, Jonathan Gold, and Richard Stark. * * * Two lore block examples from a home game called __Whisker Kings.__ # How to design fantasy lore blocks. Above are two lore blocks from my sword-and-whiskers home game of _Whisker Kings_. The example on the left is an armed gang of bandits serving the Maine Coon Cat, Erebus—the dread queen. The one on the right is a common occurrence in New England made surprisingly horrific when seen from the perspective of a mouse, mole, or frog. ## How lore blocks can encourage exploration. You might have noticed different symbols in the list of armors. That's because it uses DIY & Dragon's seminal post: _Landmark, Hidden, Secret.___ Not all armors are immediately obvious to the players, some have to be discovered. * KNOWN**.**_This is indicated by an ordinary black bullet on the list._ A known armor is like a landmark on a map, it's automatic and free. It sticks out. The GM gives it to the players as part of the description. When I'm playing virtually, I type it out. When I'm in person, I tap the table and slide over an index card. * HIDDEN. _This is indicated by a hallow bullet on the list._ Hidden information isn't automatic. Players have to be observant to learn them or pay a cost like time and safety. The sellsnouts in the above example will take hostages to even the odds. The GM should signal this outcome early and often. Sometimes a hidden armor is simpler, like the metal plates under their cloaks. * SECRET. _This is indicated by a star on the list._ Secret information is the opposite of automatic. It's costly. Player characters have to find the answer in the world through exploration, trial and error, or by finding out the hard way. In the case of the ticks, killing the body doesn't kill the head—just like in real life. The player characters can find this out the hard way, or they can learn it from NPCs, the world, or by baiting the swarm. ## How lore blocks handle groups. Individual creatures might have lore blocks, but as you can see from the above example, I like my groups contained to just one. Their leader might be separated, but for the average foot soldier, pack, or swarm—the group is another armor. So, how do players handle groups? The same way they handle armor. They can try to split them up, effectively breaking them into multiple smaller lore blocks without the group for armor. They can fight them using superior tactics. Or better yet, they can bide their time, wait for an opening, or negotiate. Particularly clever (or desperate) players might even come up with a plan to bypass or negate the group's armor. For example, a raving rabble of goblins can be tricked. A group barking orders can be thrown into chaos. And a flood of insects is mindless. They can't adapt to fire, water, or plain old evasion. * * * Two lore block examples from a home game called __Troubleshoot.__ # How to design sci-fi lore blocks. Up until this point, I've shown how lore blocks handle fantasy and un-named creatures. Now, I want to show you how they handle non-player characters in a genre like sci-fi. These two examples come from _Troubleshoot,_ a sci-fi home game about freelancers in a weird galaxy of aliens, corporations, and high-concept problems. Think Star Trek meets Alien. More adventure than horror. You'll notice some changes in these lore blocks. Starting with the first line which no longer has a level of influence, in space, everyone is rare and consequential, so it's not as important to the setting. We still have our power, species, and faction affiliations, but now the goals and weaknesses are more pronounced with each sentence getting their own line break. Notice how Mr. Paul Dander has a secret armor that triggers as fallout. Sometimes the fallout is that the creature dies on their own terms. Hopefully, the players check his personal computer before they try to shake him down. He's a company man in more ways than one! ## How lore blocks handle items and loot. In traditional stat blocks, monster features often do double duty when it comes to loot. For example, a goblin with a "hand ax attack," keeps a hand axe in their inventory, even when its not listed. The same efficiency exists in lore blocks. Monsters, creatures, and characters tend to carry what they use—which is why they often manifest as armor, motives, and weaknesses. Weapons, for example, are always deterrent-like armors in the hands of smart characters. A man with a gun will use it. Similarly, being weighed down by loot can be shown through a weakness. In video games, it's normal to carry around an arsenal. In a normal story, it makes the packmule look like a walking vending machine. I like this method because it encourages the GM to show loot in action and prove its value (and risks). A key card is boring—or even worse, undefined—when it's stuck in a character's pocket, but if Paul Dander had one, he'd use it to lock doors and trigger airlocks. Immediately raising its value to onlooking troubleshooters. The other strength of lore blocks are their limitations. They force designers to distribute details elsewhere. Most loot should be in the environment if its not going to be used, abused, or protected by the NPC. In the environment, it tells a story and adds interactive kindling to the scene. * * * # Lore blocks in summary. If you're thinking about adapting lore blocks for a system-agnostic game, I strongly recommend building on the example made in _Reach of the Roach God._ It's easy to convert, and effective at conveying what really matters in most play. Some designers create system-agnostic adventures with facsimile versions of an OSR ruleset—they're always extra work undoing and redoing the math and mechanics. If you're thinking about using the beefier versions, I recommend hacking them into form. The best lore block is going to focus on the elements that matter most to your game. Ask yourself these questions: * Does my game care about danger levels, relationships, or factions? * Is my game powered by npc motives, agendas, and weaknesses? * How combat-heavy is my game? How diplomacy-based is it? Finally, if you're going to write lore blocks, I have a few personal rules: * Use natural language. Avoid coined rules, abilities, and phrases. * Leave the numbers out of it. Convey things in words when possible. * Write details that connect. Plant solutions and patterns in the lore block. * Make your details do double duty as loot, world-building, and tone. Next time, I'll try to share my home games. That article will be titled "Slaying the Dragon" in the meantime, let me know what you think in the comments and on social. You can find me on Bluesky. Thanks for reading! * * * _Explorers Design_ _is a project by Clayton Notestine. If you liked this article, please consider liking, sharing, and subscribing. Paying members get access to bonus tools and templates as a small thank you._

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After the third Bloggies Blog Bath: Who won? And by how much?

Bloggies Breakdown: Round 4

# The Bloggies Bracket is done. The conclusion of the fourth round means another year's bracket is complete. You can find the results in this post, or by visiting this year's official home page. The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine * * * # Advice Category This category includes advice for play, prep, publishing, and more. 🏆 _Writing Rooms in Pairs_ _:_ 58% (130) ❌ _Obstacles Support Exploration_ 42% (94)* *The former title of this article in the competition, "Less Combat... More Obstacles" was incorrect. It was submitted with the wrong title, and I didn't notice the error. However, to avoid confusion during the voting, and to avoid cutting off any momentum the old title had, I kept it as-is in the competition until the final results. The correct name is "Obstacles Support Exploration." * * * # Critique Category This category includes critical analysis of books, games, adventures, and more. ❌ _Review of Initiative Methods_ 49.4% (115) 🏆 _How Jennell Jaquays Evolved Dungeon Design, Part 1: Pre-Jaquays Dungeons_ 50.6% (118) * * * # Gameable Category This category includes ready-to-use rules, monsters, and more. 🏆 _RANDOM ENCOUNTER TABLES AS ADVENTURE RAM: Adding “Memory” To Encounter Checks_ 50.9% (115) ❌ _Anti-colonial Dungeon_ 49.1% (111) * * * # Theory Category This category is all about systems, mechanics, gameplay, and more. 🏆 _WHY MEGADUNGEONS? A Campaign Structure for Modern Lives_ 50.7% (115) ❌ _The 10 Types of Special Rooms_ 49.3% (112) * * * # Meta Category An all new category for ideas about taxonomy, creativity, and beyond. 🏆 _Mapping the Blogosphere_ 53.3% (122) ❌ _the default dungeon is colonial_ 46.7% (107) * * * # Conclusion The infamous Bloggies bracket is complete. I know this saga suggests there are winners and losers, but it's all just kayfabe. An elaborate ruse to get everyone reading and talking about blogs. Every round had upsets. Every round had champions. The razor thin margins of this year could have fallen either way depending on time, day, and week. Thank you to everyone who participated. Stay tuned for the second week of The Bloggies where we crown best series, best debut blog, and finally crown best blog post of the year. Until then, godspeed, Bloggies voters. The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine

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After the second Bloggies Blog Bath: Who won? And by how much?

Bloggies Breakdown: Round 3

# Bloggies Round 3 is over... The conclusion of the third round means we're officially in the end game. You can find the results in this post, or by visiting this year's official home page, which includes the final round of voting. The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine * * * # Advice Category This category includes advice for play, prep, publishing, and more. 🏆 _Writing Rooms in Pairs_ _:_ 51.2% (129) ❌ _make better mind pictures_ 48.8% (123) ❌ _How to Replicate Over/Under_ 44.2% (110) 🏆 _Less Combat… More Obstacles_ 55.8% (139) * * * # Critique Category This category includes critical analysis of books, games, adventures, and more. ❌ _Mausritter, Wargame_ 34.6% (80) 🏆 _Review of Initiative Methods_ 65.4% (151) 🏆 _How Jennell Jaquays Evolved Dungeon Design, Part 1: Pre-Jaquays Dungeons_ 60.3% (146) ❌ _Arthurian Mysticism and Violence: a Mythic Bastionland Analysis_ 39.7% (96) * * * # Gameable Category This category includes ready-to-use rules, monsters, and more. 🏆 _RANDOM ENCOUNTER TABLES AS ADVENTURE RAM: Adding “Memory” To Encounter Checks_ 61% (147) ❌ _Promises - a Mythic Bastionland House Rule_ 39% (94) ❌ _Just Use Bears… Or Wolves, Dragons or Spiders_ 48.5% (112) 🏆 _Anti-colonial Dungeon_ 51.5% (119) * * * # Theory Category This category is all about systems, mechanics, gameplay, and more. 🏆 _WHY MEGADUNGEONS? A Campaign Structure for Modern Lives_ 52.3% (123) ❌ _The Star-Pattern: a Pitfall of GMing_ 47.7% (112) 🏆 _The 10 Types of Special Rooms_ 54.8% (137) ❌ _Combat As My Balls_ 45.2% (113) * * * # Meta Category An all new category for ideas about taxonomy, creativity, and beyond. 🏆 _Mapping the Blogosphere_ 61.6% (146) ❌ _Don’t wait to create, don’t wait to learn_ 38.4% (91) ❌ _Close and Distant Playstyles_ 48.9% (113) 🏆 _the default dungeon is colonial_ 51.1% (118) * * * # Conclusion That's everything for Round 3. If you're reading this, that means round 4 is already underway (and you're running out of time). You can find the latest news, standings, and voting at this year's Bloggies homepage or at the link below. Godspeed, Bloggies Voters. The Bloggies: Round 4Welcome to The Bloggies. You’re currently voting in the forth and final round of the tournament! All five categories are included. You’ll be voting on each matchup in the five categories. What are The Bloggies? The Bloggies are a fan-led celebration of blogging in tabletop rpgs. It’s one part award show and one part battle royale. You can find this year’s nominees and their respective brackets at the official homepage for this year.Google Docs

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After the second Bloggies Blog Bath: Who won? And by how much?

Bloggies Breakdown: Round 2

# Bloggies Round 2 is over... The playing field has been reduced by half again, and voting for the next round has already started. I've broken every category into its own section. You can find the results in this post, or by visiting this year's official home page, which includes the next round of voting. The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine * * * # Advice Category This category includes advice for play, prep, publishing, and more. 🏆 _Writing Rooms in Pairs_ _:_ 58.8% (97) ❌ _Ten Intangible Tips for Development Editing Your RPG Manuscript_ 41.2% (68) ❌ _A Lock With No Key: Designing Obstacles for OSR Play_ 44.6% (75) 🏆 _make better mind pictures_ 55.4% (93) 🏆 _How to Replicate Over/Under_ 52% (90) ❌ _Look Before You Leap_ 48% (83) ❌ _Action-Oriented Interaction_ 47.5% (83) 🏆 _Less Combat… More Obstacles_ 52.5% (75) * * * # Critique Category This category includes critical analysis of books, games, adventures, and more. 🏆 _Mausritter, Wargame_ 54.2% (64) ❌ _Playing the Chaplain's Game_ 45.8% (54) 🏆 _Review of Initiative Methods_ 59.7% (74) ❌ _B1 and Toyetic Dungeon Rooms_ 40.3% (50) ❌ _Monster, Maiden, Madonna, Medusa_ 46.4% (58) 🏆 _How Jennell Jaquays Evolved Dungeon Design, Part 1: Pre-Jaquays Dungeons_ 53.6% (67) 🏆 _Arthurian Mysticism and Violence: a Mythic Bastionland Analysis_ 59.2% (71) ❌ _I Read Spine_ 40.8% (49) * * * # Gameable Category This category includes ready-to-use rules, monsters, and more. 🏆 _RANDOM ENCOUNTER TABLES AS ADVENTURE RAM: Adding “Memory” To Encounter Checks_ 69.2% (110) ❌ _Stacking The Deck – Mining Fallout: New Vegas for TTRPG Setting Ideas_ 30.8% (49) 🏆 _Promises - a Mythic Bastionland House Rule_ 60.6% (103) ❌ _Let’s Make a Forest_ 39.4% (67) ❌ _1d20 Diegetic Rules, 1d20 Hypo-Diegetic Rules_ 47% (78) 🏆 _Just Use Bears… Or Wolves, Dragons or Spiders_ 53% (88) 🏆 _Anti-colonial Dungeon_ 67.5% (110) ❌ _[HMTW] Using Divination to Generate a Character_ 32.5% (53) * * * # Theory Category This category is all about systems, mechanics, gameplay, and more. 🏆 _WHY MEGADUNGEONS? A Campaign Structure for Modern Lives_ 55.3% (78) ❌ _Everything is Pointcrawl!_ 44.7% (63) ❌ _Why Orcs? Or, Why Do I Love Orcs?_ 49.3% (66) 🏆 _The Star-Pattern: a Pitfall of GMing_ 50.7% (68) 🏆 _The 10 Types of Special Rooms_ 53.8% (71) ❌ _There is a point to Tom Bombadil (or how I approach lore)_ 46.2% (61) 🏆 _Combat As My Balls_ 58% (80) ❌ _[An OSR Pattern] One, Two, or Three Exits_ 42% (58) * * * # Meta Category An all new category for ideas about taxonomy, creativity, and beyond. 🏆 _Mapping the Blogosphere_ 61.1% (88) ❌ _The OSR Onion_ 38.9% (56) ❌ _The 1E Manifesto_ 48.9% (66) 🏆 _Don’t wait to create, don’t wait to learn_ 51.1% (69) 🏆 _Close and Distant Playstyles_ 53.3% (72) ❌ _Faggot Games: An Urgent Warning_ 46.7% (63) 🏆 _the default dungeon is colonial_ 58.6% (78) ❌ _The Five Laws of Roleplaying Games_ 41.4% (55) * * * # Conclusion That's everything for Round 2. If you're reading this, that means round 3 is already underway. You can find the latest news, standings, and voting at this year's Bloggies homepage. Godspeed, Bloggies Voters. The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine

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After The Bloggies Blog Bath: Who won? And by how much?

Bloggies Breakdown: Round 1

# Bloggies Round 1 If you're reading this, it means round 1 of The Bloggies is over. The playing field has been reduced by half, and voting for the next round has begun. I've broken every category into its own section. You can find the results in this post, or by visiting this year's official home page, which includes the next round of voting. The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine * * * # Advice Category This category includes advice for play, prep, publishing, and more. #### Round 1 Voting Breakdown: This category includes advice for play, prep, publishing, and more. 🏆 _Writing Rooms in Pairs_ _:_ 61.3% _Leonard Cohen's Advice for Novice OSR Referees_ 38.7% _Got no game: Should your module be system agnostic?_ 35.2% 🏆 _Ten Intangible Tips for Development Editing Your RPG Manuscript_ 64.8% 🏆 _A Lock With No Key: Designing Obstacles for OSR Play_ 50.3% _Don’t Write Lore, Write Tables_ 49.7% _Pocket-Sized Powder Kegs_ 40.3% 🏆 _make better mind pictures_ 59.7% 🏆 _How to Replicate Over/Under_ 51.1% _In Praise of Prep_ 48.9% 🏆 _Look Before You Leap_ 51.5% _Just Tell Them What They Need!_ 48.5% _How I Do Play by Post_ 39.4% 🏆 _Action-Oriented Interaction_ 60.6% 🏆 _Less Combat… More Obstacles_ 53.6% _Treat Illusions As You Would Any Other Lie: No Rolls_ 46.4% * * * # Critique Category This category includes critical analysis of books, games, adventures, and more. #### Round 1 Voting Breakdown: _Barkeep on the Borderlands: A Review_ 40.4% 🏆 _Mausritter, Wargame_ 59.6% 🏆 _Playing the Chaplain's Game_ 53.6% _The Isle: The Review (Mostly)_ 46.4% _Doing a Cool Move_ 46.8% 🏆 _Review of Initiative Methods_ 53.2% 🏆 _B1 and Toyetic Dungeon Rooms_ 56.2% _The D &D 4th edition renaissance: A look into the history of the edition, its flaws and its merits_ 43.8% 🏆 _Monster, Maiden, Madonna, Medusa_ 57.9% _Expressionism in Practice: A Case Study of Triangle Agency_ 42.1% 🏆 _How Jennell Jaquays Evolved Dungeon Design, Part 1: Pre-Jaquays Dungeons_ 66.7% _Who Up Tunneling Them Trolls?_ 33.3% _The Combat Conundrum: how violence actually works in mothership._ 46.6% 🏆 _Arthurian Mysticism and Violence: a Mythic Bastionland Analysis_ 53.4% _Review: The White Horse of Lowvale_ 42.7% 🏆 _I Read Spine_ 57.3% * * * # Gameable Category This category includes ready-to-use rules, monsters, and more. #### Round 1 Voting Breakdown: _A mental inventory for occult horror campaigns: an HPless system_ 35.2% 🏆 _RANDOM ENCOUNTER TABLES AS ADVENTURE RAM: Adding “Memory” To Encounter Checks_ 64.8% _Scooby Doo as Post Apocalyptic RPG Setting_ 48.5% 🏆 _Stacking The Deck – Mining Fallout: New Vegas for TTRPG Setting Ideas_ 51.5% 🏆 _Promises - a Mythic Bastionland House Rule_ 54.9% _Leverage & Rapport: A Simple Social Mechanic_ 45.11% 🏆 _Let’s Make a Forest_ 55.3% _Generating Jaquaysed Dungeons (1.5)_ 44.7% 🏆 _1d20 Diegetic Rules, 1d20 Hypo-Diegetic Rules_ 54.3% _What do people know about the Mythos?_ 45.7% 🏆 _Just Use Bears… Or Wolves, Dragons or Spiders_ 53.6% _Wilderness Stocking - Expanded_ 46.4% _Castle Claus: The Keep on the North Pole_ 27% 🏆 _Anti-colonial Dungeon_ 73% 🏆 _[HMTW] Using Divination to Generate a Character_ 50.7% _The Elemental Plane of Plastic_ 49.3% * * * # Theory Category This category is all about systems, mechanics, gameplay, and more. #### Round 1 Voting Breakdown: _Baseline Worldbuilding_ 41% 🏆 _WHY MEGADUNGEONS? A Campaign Structure for Modern Lives_ 59% 🏆 _Everything is Pointcrawl!_ 56.1% _Making Hacking an OSR Style Problem_ 43.9% 🏆 _Why Orcs? Or, Why Do I Love Orcs?_ 53% _Why I Like Binary Resolution Systems_ 47% 🏆 _The Star-Pattern: a Pitfall of GMing_ 58.8% _Books [Verb] Play_ 41.2% _Tumbling Down the Rabbit Hole: The Case for Pitcher Plant Dungeon Entrances_ 43.3% 🏆 _The 10 Types of Special Rooms_ 56.7% _The Languages of D &D Imply a Specific Setting_ 46.7% 🏆 _There is a point to Tom Bombadil (or how I approach lore)_ 53.3% _Conflict as Motivation and Resolution_ 49.3% 🏆 _Combat As My Balls_ 50.7% _Does Super Mario Bros. (1985) Have Rules?_ 44.2% 🏆 _[An OSR Pattern] One, Two, or Three Exits_ 55.8% * * * # Meta Category An all new category for ideas about taxonomy, creativity, and beyond. #### Round 1 Voting Breakdown 🏆 _Mapping the Blogosphere_ 72.7% _Reviews: What Are They Good For?_ 27.3% 🏆 _The OSR Onion_ 55.1% _What is an OSR?_ 44.9% _The Expressionist Games Manifesto_ 49.2% 🏆 _The 1E Manifesto_ 50.8% _A Mask That Eats Into Your Face: Honesty in the Work_ 36.2% 🏆 _Don’t wait to create, don’t wait to learn_ 63.8% 🏆 _Close and Distant Playstyles_ 57.7% _6 Bluey Episodes Every Game Designer Should Watch_ 42.3% 🏆 _Faggot Games: An Urgent Warning_ 52.7% _On Categorization, Rule Buckets, and Diegesis_ 47.3% _Sam’s Three-Question Taxonomy_ 49.6% 🏆 _the default dungeon is colonial_ 50.4% _Thinking About Actual Play as Non-Fiction_ 36.6% 🏆 _The Five Laws of Roleplaying Games_ 63.4% * * * # Conclusion That's everything for Round 1. If you're reading this, that means round 2 is already underway. You can find the latest news, standings, and voting at this year's Bloggies homepage. Godspeed, Bloggies Voters. The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine

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Over 90+ blog posts. And a surprise category for 2026.

This year's Bloggies Nominees

# The Bloggies Nominees The day has finally arrived. The nominees for this year's Bloggies are here, and in one week they'll compete head-to-head in a single-elimination tournament. If you want to find out who this year's nominees are, visit the official webpage or keep reading. Otherwise, let's talk about the surprise category for this year. In addition to the four categories we know and love, this year (and probably only this year) we're experimenting with a little category called "meta." The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine ## The all-new Meta category. Why is there a category called meta? The answer is pretty simple. We had _a lot_ of great manifesto, taxonomy, and industry talk this year, but it was quickly crowding out the other categories—so rather than omit good posts, we siloed them to their own spotlight in the Bloggies. (I know I keep writing "we" but it really is mostly me floating ideas to friends and family before jumping in head first.) The goal of the Bloggies has always been to get more people reading and writing blogs, and this category allows us to showcase great writing about the industry without replacing valuable advice, critique, gameable, and theory writing. ## How were these nominees selected? The nominees are selected through a mixture of submissions and curation. Anything that got a particularly outstanding representation in the body of submissions was included in this year's competition, but since this is a small competition—and blogging is so niche—a lot of posts (even popular ones online) only got one or two submissions at most. So, with advice from family and last year's winners, I handpicked the remaining nominees. There were also creators who had a lot of support, so much support that if I strictly followed the numbers, they would have filled entire brackets on their own. Since I have the burden and privilege of hosting, I decided to limit creators to one post per bracket so that other amazing creators could join them. Lastly, you might be wondering, "Clayton, where are the seeds?" There aren't any. Unlike Football, Fútbol, and Bloodbowl—we don't have quantifiable data to create an objective bracket, so rather than create arbitrary seeds, I tried to pair posts with thematic twins, and if that wasn't possible, then (and only then) I tried to recreate the idea behind seeds—which is to pit frontrunners with challengers. I think you'll like some of these thematic matchups. Some of them aren't obvious until you read them. ## How will you read all of these articles? I recommend picking and choosing the categories you like. When voting starts next week, there will be a separate form for each category, so if you don't care for theory, gameable, etc, you won't feel obligated to weigh-in. There's also a rumor—some say a quest—that others are recording these blog posts after being inspired by Nick Whelan's _Blogs on Tape_ podcast. (If you haven't listened to that podcast, you really should.) When the Bloggies podcast goes live, I'll share it on the official webpage and include a link with the voting announcement. * * * ## What's the schedule for The Bloggies? Add these dates to your calendar. This week, believe it or not, is the calm before the storm. Once voting begins, The Bloggies website will be updated almost daily (with the exception of weekends). * **Bracket voting begins:** _Monday, February 16th, 2026_ * **Bonus Category voting begins:**_Monday, February 23rd, 2026_ * **Fina Winners declared:** _Last week of February_ * * * The Brackets for this year's Bloggies. # The Bloggies 2026 Nominees #### Advice This category includes advice for play, prep, publishing, and more. _Writing Rooms in Pairs_ _Leonard Cohen's Advice for Novice OSR Referees_ _Got no game: Should your module be system agnostic?_ _Ten Intangible Tips for Development Editing Your RPG Manuscript_ _A Lock With No Key: Designing Obstacles for OSR Play_ _Don’t Write Lore, Write Tables_ _Pocket-Sized Powder Kegs_ _make better mind pictures_ _How to Replicate Over/Under_ _In Praise of Prep_ _Look Before You Leap_ _Just Tell Them What They Need!_ _How I Do Play by Post_ _Action-Oriented Interaction_ _Less Combat… More Obstacles_ _Treat Illusions As You Would Any Other Lie: No Rolls_ #### Critique This category includes critical analysis of books, games, and more. _Barkeep on the Borderlands: A Review_ _Mausritter, Wargame_ _Playing the Chaplain's Game_ _The Isle: The Review (Mostly)_ _Doing a Cool Move_ _Review of Initiative Methods_ _B1 and Toyetic Dungeon Rooms_ _The D &D 4th edition renaissance: A look into the history of the edition, its flaws and its merits_ _Monster, Maiden, Madonna, Medusa_ [ _Expressionism in Practice: A Case Study of Triangle Agency_ ](https://seraphim-seraphina.itch.io/my-blog/devlog/1339675/expressionism-in-practice-a-case-study-of-triangle-agency) _How Jennell Jaquays Evolved Dungeon Design, Part 1: Pre-Jaquays Dungeons_ _Who Up Tunneling Them Trolls?_ _The Combat Conundrum: how violence actually works in mothership._ _Arthurian Mysticism and Violence: a Mythic Bastionland Analysis_ _Review: The White Horse of Lowvale_ _I Read Spine_ #### Gameable This category includes ready-to-use rules, monsters, and more. _A mental inventory for occult horror campaigns: an HPless system_ _RANDOM ENCOUNTER TABLES AS ADVENTURE RAM: Adding “Memory” To Encounter Checks_ _Scooby Doo as Post Apocalyptic RPG Setting_ [ _Stacking The Deck – Mining Fallout: New Vegas for TTRPG Setting Ideas_ ](https://dicegoblin.blog/stacking-the-deck-mining-fallout-new-vegas-for-ttrpg-setting-ideas/) _Promises - a Mythic Bastionland House Rule_ _Leverage & Rapport: A Simple Social Mechanic_ _Let’s Make a Forest_ _Generating Jaquaysed Dungeons (1.5)_ _1d20 Diegetic Rules, 1d20 Hypo-Diegetic Rules_ _What do people know about the Mythos?_ _Just Use Bears… Or Wolves, Dragons or Spiders_ _Wilderness Stocking - Expanded_ _Castle Claus: The Keep on the North Pole_ _Anti-colonial Dungeon_ _[HMTW] Using Divination to Generate a Character_ _The Elemental Plane of Plastic_ #### Theory This category is all about systems, settings, and more. _Baseline Worldbuilding_ _WHY MEGADUNGEONS? A Campaign Structure for Modern Lives_ _Everything is Pointcrawl!_ _Making Hacking an OSR Style Problem_ _Why Orcs? Or, Why Do I Love Orcs?_ _Why I Like Binary Resolution Systems_ _The Star-Pattern: a Pitfall of GMing_ _How Do You Handle the "Inside" of a Hex?_ _Tumbling Down the Rabbit Hole: The Case for Pitcher Plant Dungeon Entrances_ _The 10 Types of Special Rooms_ _The Languages of D &D Imply a Specific Setting_ [ _There is a point to Tom Bombadil (or how I approach lore)_ ](https://www.weirdwonder.net/tom-bombadil-or-how-i-approach-lore/) _Conflict as Motivation and Resolution_ _Combat As My Balls_ _Does Super Mario Bros. (1985) Have Rules?_ _[An OSR Pattern] One, Two, or Three Exits_ #### Meta An all new category for ideas about taxonomy, creativity, and beyond. _Mapping the Blogosphere_ _Reviews: What Are They Good For?_ _The OSR Onion_ _What is an OSR?_ _The Expressionist Games Manifesto_ _The 1E Manifesto_ _A Mask That Eats Into Your Face: Honesty in the Work_ _Don’t wait to create, don’t wait to learn_ _Close and Distant Playstyles_ _6 Bluey Episodes Every Game Designer Should Watch_ _Faggot Games: An Urgent Warning_ _On Categorization, Rule Buckets, and Diegesis_ _Sam’s Three-Question Taxonomy_ _the default dungeon is colonial_ _Thinking About Actual Play as Non-Fiction_ _The Five Laws of Roleplaying Games_ * * * # Bonus Category Nominees #### Best Debut Blog * _Valeria Loves_ * _The Garden Below_ * _To Be Resolved_ * _This Vorpal Coil_ * _Afraid of Encounters_ * _Dungeon Scrawler_ * _in lowercase_ * _fluorite guillotine_ * _The Play Reports_ * _Birdmilk’s Cafe_ #### Best Blog Series * _Dungeon Room Index_ * _Middle-earth Hexcrawl Project_ * _The AD &D Series_ * _Designing Dungeons Course_ * _Shiny TTRPG Links_ * _Cataphracts Design Diaries_ * _Urban Gameplay_ * _Goin' Through the Fiend Folio_ * _Books in TTRPGs_ * _Critique Navidad!_ The Best Overall Blog post will be decided alongside the bonus categories the week after the tournament. Until then, we don't have our final list. * * * # What's next for The Bloggies 2026? Voting. Make sure to bookmark this year's page and mark your calendars. I want to build on the awesome work done by last year's host, Sacha Goat, and try to double this year's voter turnout. Until then, read blogs other than this one. You're already behind! The Bloggies 2026A yearly celebration of blogging in tabletop roleplaying games.Explorers DesignClayton Notestine Bookmark the official page of this year's Bloggies. * * * _This year's Bloggies are being hosted by_ _Explorers Design_ _a creative outlet by Clayton Notestine. If you liked this article, the tone, or the work that I do, please consider liking, sharing, and subscribing._

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The Bloggies' 2026 submissions are closed. Here's what's next...

What's Next After Submissions?

<h1 id="submissions-are-officially-closed">Submissions are officially closed.</h1><p>Thank you for submitting so many awesome blogs and articles from across the rpg blogosphere. Like any good competition, there are more nomination-worthy posts than there are nominations. This week's whittling will be painful.</p><figure class="kg-card kg-bookmark-card kg-card-hascaption"><a class="kg-bookmark-container" href="https://www.explorersdesign.com/bloggies-2026/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">The Bloggies 2026</div><div class="kg-bookmark-description">A yearly celebration of blogging in tabletop roleplaying games.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://www.explorersdesign.com/content/images/icon/Bookshop_Icon_Working_Squares-52.png" alt="" /><span class="kg-bookmark-author">Explorers Design</span><span class="kg-bookmark-publisher">Clayton Notestine</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://www.explorersdesign.com/content/images/thumbnail/Header-Working-6.png" alt="" /></div></a><figcaption><p><span style="white-space:pre-wrap">Don't forget to bookmark this year's page if you haven't already.</span></p></figcaption></figure><h2 id="whats-the-official-breakdown">What's the official breakdown?</h2><p>The main event, "Best Blog Post" had 765 submissions across its four major categories, Advice, Theory, Critique, and Gameable. I've tried my best to remove duplicates from the final numbers, but its imperfect. A lot of posts were submitted under different URLs, spellings, and categories.</p><ul><li><strong>Advice. </strong>217 submissions (170 unique).</li><li><strong>Theory. </strong>262 submissions (162 unique).</li><li><strong>Gameable. </strong>164 submissions (131 unique).</li><li><strong>Critique.</strong> 122 submissions (80 unique).</li></ul><p>As you can see from the numbers, theory and advice are by far the most popular. Theory in particular gets a lot of submissions, but often repeat submissions (some posts were nominated more than 12 times!) Not surprisingly, critique—formerly called "reviews"—remains one of the least populated categories despite being expanded to more than just reviews. None of this is surprising, but it goes to show how different the categories are.</p><p>The two bonus categories were much smaller, but I'm happy to announce we have enough to host both this year. (This will be the first year for "Best Series.")</p><ul><li><strong>Best Debut Blog. </strong>104 responses (70 unique).</li><li><strong>Best Series. </strong>94 responses (62 unique).</li></ul><h2 id="what-does-the-selection-process-look-like">What does the selection process look like?</h2><p>This week will be all about finalizing the nominees and "Best Blog Post" brackets. Nominees are selected on their individual merit and number of nominations. 765 submissions sounds like a lot—enough to rely on number of submissions alone—but ultimately the difference between 1 and 10 submissions is marginal when exposed to the internet. A well-timed post on Bluesky or Discord can create a lead very easily.</p><p>That's where help comes in.While the burden of selections starts and stops with me, I reached out for help. The other finalists from last year, Warren from <a href="https://www.prismaticwasteland.com/">Prismatic Wasteland</a>, Amanda P from <a href="https://weirdwonder.net/">Weird Wonder</a>, and Paul from <a href="https://www.indiegamereadingclub.com/">Indie Game Reading Club</a> have been my soundboard on any major decisions. They're a huge part of what kept this project fun.</p><p>If any of their work ends up in this year's competition, rest assured it happened without them knowing or with protest. The benefit of having a singular host for a silly Thunderdome-style competition is that the host gets to make final decisions and suffer the consequences.</p><h1 id="whats-next-for-the-bloggies">What's next for The Bloggies? </h1><p><strong>Nominees will be revealed Monday, February 9th.</strong> This will include the brackets with 16 posts a piece, the 10 debut blogs, and the 10 series. I want to give everyone a full week to read the posts and talk about them before voting.</p><p><strong>Voting will begin Monday, February 16th.</strong> Read the nominees in advance because we're doing all of the brackets at once. First round voting will start on Monday. The four brackets voting will be done by the end of the week.<br /><br /><strong>Final Voting will begin Monday, February 23rd.</strong> On the second week, we'll vote for Best Debut Blog, Best Series, and Best Overall Blog Post across all four categories.</p><hr /><h1 id="additional-reading">Additional reading...</h1><figure class="kg-card kg-bookmark-card kg-card-hascaption"><a class="kg-bookmark-container" href="https://www.explorersdesign.com/bloggies-2026/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">The Bloggies 2026</div><div class="kg-bookmark-description">A yearly celebration of blogging in tabletop roleplaying games.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://www.explorersdesign.com/content/images/icon/Bookshop_Icon_Working_Squares-49.png" alt="" /><span class="kg-bookmark-author">Explorers Design</span><span class="kg-bookmark-publisher">Clayton Notestine</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://www.explorersdesign.com/content/images/thumbnail/Header-Working-5.png" alt="" /></div></a><figcaption><p><span style="white-space:pre-wrap">This is the home page. Bookmark it.</span></p></figcaption></figure><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.explorersdesign.com/the-bloggies-2026/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">How do The Bloggies work?</div><div class="kg-bookmark-description">The blogosphere’s annual celebration is coming back.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://www.explorersdesign.com/content/images/icon/Bookshop_Icon_Working_Squares-51.png" alt="" /><span class="kg-bookmark-author">Explorers Design</span><span class="kg-bookmark-publisher">Clayton Notestine</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://www.explorersdesign.com/content/images/thumbnail/Header-Working-3-1.png" alt="" /></div></a></figure><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.explorersdesign.com/the-bloggies-hall-of-fame/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">The Bloggies Hall of Fame</div><div class="kg-bookmark-description">Every winner of The Bloggies from 2022 to 2025. Want to melt your rpg brain? Start here.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://www.explorersdesign.com/content/images/icon/Bookshop_Icon_Working_Squares-50.png" alt="" /><span class="kg-bookmark-author">Explorers Design</span><span class="kg-bookmark-publisher">Clayton Notestine</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://www.explorersdesign.com/content/images/thumbnail/Header-Working-2-2.png" alt="" /></div></a></figure><p></p>

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Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.

The Explorateur: Issue #16

<h1 id="three-ideas-on-design">Three Ideas on Design</h1><ol><li><strong>Never skip the test print. </strong>Nothing finds mistakes faster than printing the book. Print your drafts. Pay for the press proofs. Give yourself an opportunity to double check your work at every stage of production.</li><li><strong>A record scratch can be desirable. </strong>An imperfection, burr, or oddity in a game's design calls attention to itself and thus the overall experience. To quote the potter, Pete Pinnell, "Sometimes, something that's completely resolved isn't as interesting..."</li><li><strong>Playtest early. Playtest often. </strong>Lo-res prototypes keep play focused on fewer parts, and encourage a wider range of feedback. High-res prototypes can pose too many variables, and feel too set-in-stone for players to provide honest feedback.</li></ol><div class="kg-card kg-callout-card kg-callout-card-green"><div class="kg-callout-emoji">✋</div><div class="kg-callout-text"><b><strong style="white-space:pre-wrap">Did you know this post gets updated? </strong></b>Sometimes I miss something and add it later. Don't forget to check out the web version for the latest treasure trove of links.</div></div><h3 id="explorers-loot">Explorers' Loot</h3><ul><li><a href="https://www.explorersdesign.com/dominant-mechanics/"><strong>Against Dominant Mechanics.</strong></a><strong> </strong>Rules form relationships with each other. Some share the spotlight. Some hog it. My latest 1 HP Dragon design notes.</li><li><a href="https://www.explorersdesign.com/top-5-newsletters/"><strong>My 5 Favorite RPG Newsletters.</strong></a><strong> </strong>Forget about algorithms. We've got smart, curious people to show us around the best corners of the rpg blogosphere.</li><li><a href="https://www.explorersdesign.com/the-bloggies-hall-of-fame/"><strong>The Bloggies Hall of Fame.</strong></a><strong> </strong>Every winner and host in one place. The result is a parade of influential ideas, untapped possibilities, and a slice of rpg history.</li></ul><h3 id="quests-rumors">Quests &amp; Rumors</h3><p>Game jams, contests, and opportunities. Drop me a line on <a href="https://bsky.app/profile/explorersdesign.bsky.social">Bluesky</a>. </p><ul><li><strong>⚔️ </strong><a href="https://www.explorersdesign.com/bloggies-2026/"><strong>Bloggies Voting is Coming!</strong></a><strong> </strong>Bookmark the official page. The Battle Royale of rpg blogs is about to begin later this month.</li><li><a href="https://www.backerkit.com/c/collections/zinetopia-2026"><strong>Zinetopia</strong></a><strong> &amp; </strong><a href="https://www.kickstarter.com/zinequest?ref=section-homepage-promo-launch-an-rpg-zine-this-february"><strong>Zinequest</strong></a><strong> 2026.</strong> A month-long celebration where creators share and launch new DIY zines. They're both running this February. </li><li><a href="https://www.backerkit.com/c/collections/ose-month?ref=bk-discover-leftnav"><strong>Old-School Essentials Month.</strong></a><strong> </strong>Prepare your spirit for a collab project led by Exalted Funeral and Necrotic Gnome on Backerkit. May 5th – June 6th.</li><li><a href="https://itch.io/jam/8-bit-shadowdark-game-jam"><strong>Shadowdark 8-Bit Game Jam.</strong></a><strong> </strong>Take inspiration from classic NES-era games and produce fresh, table-ready Shadowdark content! Ends Feb 12th.</li><li><a href="https://itch.io/jam/nightsong-living-world-season-1"><strong>Nightsong Living World S1.</strong></a><strong> </strong>Make something for Fari RPG's upcoming old-school-style game, Nightsong. Build a living world. Jam ends Feb 22nd.</li><li><a href="https://itch.io/jam/david-lynch-game-jam-2"><strong>Fix Your Hearts or Die Jam.</strong></a><strong> </strong>Create a game in honor of David Lynch. In other words: make it unflinching and unusual. Jam ends Feb 24th.</li><li><a href="https://itch.io/jam/swyvers-heistable-hovels-jam-"><strong>Swyvers Heistable Hovels Jam</strong></a><strong>.</strong> Build an entire city one house at a time alongside other Swyvers-like scoundrels. Jam ends Feb 28th.</li><li><a href="https://itch.io/jam/total-effect-jam"><strong>Total//Effect//Jam.</strong></a><strong> </strong>Binary Star's hosting a jam to celebrate the launch of Null_Space, a sci-fi game with novel mechanics. Jam Feb 16th – April 30th.</li><li><a href="https://itch.io/jam/makemoves"><strong>Make Moves Jam.</strong></a><strong> </strong>Create or share singular Moves using Powered by the Apocalypse (PbtA) design philosophies. Jam lasts all year. Ends Dec 31st.</li></ul><h3 id="reviews-critique">Reviews &amp; Critique</h3><p>Critique and examinations of tabletop rpgs, adventures, and more. </p><ul><li><a href="https://www.valerialoves.com/the-electrum-archive-is-prescription-medication/"><strong>The Electrum Archive is Prescription Medication</strong></a><strong> </strong><em>by Valeria Loves. "</em>All games are not created equal, but there are innumerable ways to be perfect."<em> </em></li><li><a href="https://oldmenrunningtheworld.com/threedom-deathmatch-island/"><strong>Deathmatch Island</strong></a><strong> </strong><em>by Old Men Running the World. </em>An in-depth conversation about the design of Deathmatch Island and the future of AGON.</li><li><a href="https://toastedblogel.jofrank.com/posts/"><strong>It's... [The Monty Python Game]</strong></a><strong> </strong><em>by Benign Brown Beast. </em>A play report and review of the Monty Python RPG. It's way more interesting than you think.</li><li><strong>🎙️ </strong><a href="https://shows.acast.com/between-two-cairns/episodes/696910340c88d43b28252d5b"><strong>Pollute the Elfen Memory Water</strong></a><strong> </strong><em>by Between Two Cairns. </em>Yochai, Brad, and Sam are joined by Liam Pádraig Ó Cuilleanáin<em>.</em></li><li><strong>🎥 </strong><a href="https://www.youtube.com/watch?v=s9w8YVqYs5I"><strong>We Need to Talk about Goodman Games</strong></a><strong> </strong><em>by Questing Beast. </em>A layout and design comparison of Good Man Games (DCC/MCC/etc.) and Necrotic Gnome (OSE/Dolmenwood/etc.)<ul><li><a href="https://orthopraxy.bearblog.dev/eating-the-book-a-response-to-we-need-to-talk-about-goodman-games/"><strong>Eating the Book</strong></a> <em>by Orthopraxy. </em>A counter-argument for why Goodman Game's florid presentation works for many GMs because it's prose-like.</li><li><a href="https://dungeon-merlin.leaflet.pub/3mcasvels6s2m"><strong>Why not both?</strong></a><strong> </strong><em>by Dungeon Merlin. </em>A counter-counter-argument that posits both approaches are valid while explaining why. (I like this one.)</li></ul></li></ul><p><a href="https://save.vs.totalpartykill.ca/review/crown-of-salt/"></a></p><h3 id="exhibits-best-iary">Exhibits &amp; Best-iary</h3><p>The spotlight section of the newsletter full of showcases and projects.</p><ul><li><a href="https://mediumsandmessages.bearblog.dev/the-winners-of-the-2025-gloggies/"><strong>The Winners of the 2025 Gloggies.</strong></a><strong> </strong>Goblin Laws of Gaming. A rules-lite, hack-heavy rpg community. They just released their top blog posts of last year.</li><li><a href="https://idlecartulary.com/2026/01/01/idle-cartulary-awards-for-excellence-in-elfgames/"><strong>Idle Cartulary Awards for Excellence in Elfgames.</strong></a><strong> </strong>Friend of the blog, Nova, gives us her top modules, rpgs, pods, and more from last year. Excellent.</li><li><a href="https://www.backerkit.com/call_to_action/75378330-9efa-4e3e-8290-f96ea3e63fc0/landing?ref=discover_email_landing_pages"><strong>Zinetopia: Reservoir</strong></a> <em>by Cameron Maas. </em>This is the project I'm most excited for on Backerkit's Zinetopia. The cover is disgusting (complimentary).</li><li>🎥 <a href="https://www.youtube.com/watch?v=Qm2OpQaoW2E"><strong>A Primer on Tabletop Magazines, Zines, and Periodicals</strong></a><strong> </strong><em>by The Weekly Scroll. </em>If you're hungry for writing <em>about </em>rpgs, this video has it.</li><li>🎥 <a href="https://www.youtube.com/watch?v=aXpjxPvG5aU"><strong>The Secret Sauce of Italian RPGs</strong></a><strong> </strong><em>by Weird Place. </em>The tabletop games coming out of Italy are different, I read many of them for the Ennies. </li><li>🎥 <a href="https://www.youtube.com/watch?v=lvZjG2zW_rQ"><strong>Show Me Your Moves</strong></a><strong> </strong><em>by Plus One EXP. </em>A show all about making Powered by the Apocalypse-style moves. This episode features the Bakers. </li><li><strong>🎥 </strong><a href="https://www.youtube.com/@directsun"><strong>Puzzle Dungeon Jam Critiques</strong></a><strong> </strong><em>by Directsun. </em>One of the best methods for learning is watching someone else get feedback. This series is that for puzzle-based adventures.<ul><li><strong>🎥 </strong><a href="https://youtu.be/VN_dXqco1A0?si=xFvGdn1PcNIzzcl3"><strong>Perils of the Tower Wizard w/ guest Amanda P</strong></a></li><li><strong>🎥 </strong><a href="https://youtu.be/UwnGABGrbR8?si=zRrd6W0_NUWrqUWL"><strong>Outcast Unseelie and the Ooze Between w/ guest Arnold K</strong></a></li><li><strong>🎥</strong> <a href="https://youtu.be/MkuJgCxscEA?si=C-SXjmsJR7-ekMBP"><strong>Reservoir w/ guest Ben Laurence</strong></a></li></ul></li></ul><h3 id="theory-craft">Theory &amp; Craft</h3><p>Design tools, resources, theory, and advice for rpg designers from rpg designers.</p><ul><li><a href="https://graftbound.com/2026/01/20/game-copy-and-layout/"><strong>How to Deliver your Game Copy to a Layout Designer</strong></a><strong> </strong><em>by Graftbound. </em>A lot of projects would be improved by non-layout designers following this article.</li><li><a href="https://newschoolrevolution.com/turning-the-dial/"><strong>Turning the Dial</strong></a><strong> </strong><em>by New School Revolution. </em>Playing the game is how you understand it. "Playing rules-as-written isn't obedience. It's literacy."</li><li><a href="https://baatag.blogspot.com/2026/01/elements-of-key-2.html"><strong>Elements of a Key Pt. 2</strong></a><strong> </strong><em>by BAATAG. </em>An interesting look at adventure design through the lens of its consumption—design, prep, and play.</li><li><a href="https://golemproductions.substack.com/p/designing-for-pirate-borg"><strong>Designing for Pirate Borg 1/3</strong></a><strong> </strong><em>by OSR Rocks! </em>"Designing for Pirate Borg (or any game you want to be compatible with) starts with constraints, not freedom."</li><li><a href="https://todistantlands.github.io/2026/01/15/how-to-not-do-zines-wrong.html"><strong>How to Not Do Zines Wrong</strong></a><strong> </strong><em>by To Distant Lands. </em>So you want to make an honest-to-god, scrappy, print-at-home zine? Not the polished stuff. Read this.</li><li><a href="https://www.failforward.moe/2026/01/the-loot-sickos-dilemma.html"><strong>The Loot Sicko's Dilemma</strong></a><strong> </strong><em>by Fail Forward. </em>How to have gear and loot in your game without having the rest of the game get buried in said loot.</li><li><a href="https://www.patreon.com/posts/affinity-tables-149504320"><strong>Affinity Tables Suck</strong></a><strong> </strong><em>by Fari RPGs. </em>Affinity Studio made tables easier to use—but they're still a pain. Fari teaches a simple workaround using text styles.</li><li><a href="https://muto2525.substack.com/p/the-five-room-dungeon-expanded"><strong>The Five Room Dungeon Expanded</strong></a><strong> </strong><em>by Zackary Ellis. </em>A theory on designing expansive one-shot dungeons with a focus towards replayability.</li><li><a href="https://elmc.at/common-recalled-obscure/"><strong>Common, Recalled, Obscure</strong></a><strong> </strong><em>by Elmcat. </em>What if you combined "knowledge checks" with DIY &amp; Dragon's <a href="https://diyanddragons.blogspot.com/2019/10/landmark-hidden-secret.html"><em>Landmark, Hidden, Secret</em></a>? You get this.</li><li><strong>🎙️ </strong><a href="https://open.spotify.com/show/7dp7KyNhiPuHJ8ziczC4Aw?si=_weKCdIQRGO1o6hDFjkatw"><strong>Designing for GMless Play</strong></a><strong> </strong><em>by Talk of the Table. </em>Brian and Elliot are joined by Nat Mesnard, a game designer and professor, on GMless design.</li><li><strong>🎥 </strong><a href="https://www.youtube.com/watch?v=gFMYiNA2bMk"><strong>You Can Turn Photos into Zine Art</strong></a><em> by Odin's Beard. </em>Not an illustrator? No problem. This Photoshop process is a great technique to start with. </li><li>🎥 <a href="https://www.youtube.com/watch?v=uaoJKELrhf4"><strong>How to Draw a Sci-Fi Building Map</strong></a> <em>by JP Coovert. </em>If you're like me and drawing maps intimidates the hell out of you, check out this friendly video.</li></ul><p><a href="https://www.patreon.com/posts/cairnies-2025-146425813?utm_medium=clipboard_copy&amp;utm_source=copyLink&amp;utm_campaign=postshare_fan&amp;utm_content=web_share"></a></p><h3 id="inspiring-non-roleplaying">Inspiring &amp; Non-roleplaying</h3><p>Design tools, theory, and inspiration from the world beyond tabletop rpgs.</p><ul><li><a href="https://www.pentadact.com/2026-01-08-15-years-of-indie-dev-in-4-bits-of-advice/"><strong>15 Years of Indie Dev in 4 Bits of Advice</strong></a><strong> </strong><em>by Tom Francis. </em>The advice is specifically for video game developers, but has immediate parallels to analog.</li><li><a href="https://www.truegrittexturesupply.com/blogs/news/how-to-start-freelancing"><strong>How to Thrive and Survive As a Freelancer</strong></a><strong> </strong><em>by True Grit. </em>An illustrator-focused article with some great wisdom from illustrators and designers.</li><li><a href="https://github.com/readme/guides/publishing-your-work"><strong>Publishing your Work Increases your Luck</strong></a><strong> </strong><em>by Aaron Francis. </em>Every little project you share is like buying a lottery ticket for massive success.</li><li><a href="https://www.galleriesnow.net/"><strong>GalleriesNow.</strong></a><strong> </strong>If you're the sort of designer who looks to fine art for inspiration, this website cataloging gallery showings might be for you.</li><li><a href="https://jayacunzo.com/blog/dont-be-the-best-be-their-favorite"><strong>Don't Be the Best; Be their Favorite</strong></a><strong> </strong><em>by Jay Acunzo. </em>Push through the marketing-feel if it gives you hives: the advice is true. Do what <em>you</em> like.</li><li><strong>🗄️ </strong><a href="https://www.modernillustration.org/"><strong>Modern Illustration Archive.</strong></a><strong> </strong>An archive of illustration from c.1950-1975, shining a spotlight on pioneering illustrators and their work.</li><li><strong>🗄️ </strong><a href="https://readymag.com/readymag/websites-of-the-year/?ref=blog.readymag.com"><strong>Readymag's Websites of the Year 2025.</strong></a><strong> </strong>This year's websites were experimental, boundary-free, and chosen by a <a href="https://blog.readymag.com/websites-of-the-year-2025/">specially formed jury</a>. </li><li><strong>🗄️ </strong><a href="https://typespiration.com/"><strong>Typespiration.</strong></a><strong> </strong>Google Font pairings with an emphasis on web. It includes hex codes for color pairings as well. Now all it needs is sizing notes.</li></ul><h3 id="design-archive">Design Archive</h3><p>Old articles, famous and the overlooked, resurrected from the dead.</p><ul><li><a href="https://goblinpunch.blogspot.com/2016/05/game-design-when-to-be-random.html"><strong>Game Design: When to Be Random</strong></a><strong> </strong><em>by Goblin Punch. </em>The ins and outs of random tables — one of the most misunderstood bits of tech in old-school.</li><li><a href="https://www.bastionland.com/2018/09/the-ici-doctrine-information-choice.html"><strong>The ICI Doctrine: Information, Choice, Impact</strong></a><strong> </strong><em>by Bastionland. </em>Essential reading, especially for GMs that run games that focus on problem-solving.</li></ul><hr /><h3 id="missed-the-last-issue-read-it-here">Missed the last issue? Read it here.</h3><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.explorersdesign.com/the-explorateur-issue-15/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">The Explorateur: Issue #15</div><div class="kg-bookmark-description">Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://www.explorersdesign.com/content/images/icon/Bookshop_Icon_Working_Squares-48.png" alt="" /><span class="kg-bookmark-author">Explorers Design</span><span class="kg-bookmark-publisher">Clayton Notestine</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://www.explorersdesign.com/content/images/thumbnail/Explorateur2-2-2.webp" alt="" /></div></a></figure><hr /><p><em>This newsletter uses the occasional affiliate link to support Explorers Design. If you notice any broken links, mistakes, or bad actors, please let me know.</em></p><hr /><p><a href="https://www.explorersdesign.com/" rel="noreferrer"><em>Explorers Design</em></a><em> is a production of Clayton Notestine. If you liked this issue, please consider liking, sharing, and subscribing. </em></p><div class="kg-card kg-signup-card kg-width-regular kg-style-accent" style="display:none"> <div class="kg-signup-card-content"> <div class="kg-signup-card-text kg-align-center"> <h2 class="kg-signup-card-heading" style="color:#FFFFFF"><span style="white-space:pre-wrap">Sign up for Explorers Design</span></h2> <p class="kg-signup-card-subheading" style="color:#FFFFFF"><span style="white-space:pre-wrap">Get The Explorateur, reviews, and other design resources. </span><br /><span style="white-space:pre-wrap">(Or follow along using your favorite </span><a href="https://www.explorersdesign.com/rss/"><span style="white-space:pre-wrap">RSS Feed</span></a><span style="white-space:pre-wrap">...)</span></p> <div class="kg-signup-card-fields"> <input class="kg-signup-card-input" id="email" type="email" required="true" placeholder="Your email" /> <button class="kg-signup-card-button " style="background-color:#f0b40f;color:#000000" type="submit"> <span class="kg-signup-card-button-default">Subscribe</span> <span class="kg-signup-card-button-loading"><svg xmlns="http://www.w3.org/2000/svg" height="24" width="24" viewbox="0 0 24 24"> <circle cx="4" cy="12" r="3"></circle> <circle cx="12" cy="12" r="3"></circle> <circle cx="20" cy="12" r="3"></circle> </svg></span> </button> </div> <div class="kg-signup-card-success" style="color:#FFFFFF"> Email sent! 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