Saving Sujiera’s Soul is a 15-page adventure by Ben Gibson. It’s written for pathfinder with notes on conversion to OSR systems (it’s unclear which one) and 5e. This is a disappointing adventure, as all of the component parts are excellent, but the arrangement presents issues. There are powerful and imaginative scenes but poor adventure design. … Continue reading Saving Sujeira’s Soul Critique/Review
Author: nevergeneric
I refuse to live in an OSR ruled by Stuart Robertson
Final Update: I've included what seem to be Stuart Robertson's final statements on the OSR trademark matter. I am including them because they address my specific concern about the broadness of Robertson's trademark claim. I'm not sure to what degree rehashing this controversy will be valuable, so in a few days, I will delete the links … Continue reading I refuse to live in an OSR ruled by Stuart Robertson
New Art
I have some art I just finished for a new adventure I'm working on. Here's an elven sorceress, the Masked Lady. Right now I'm trying to actually learn how to draw. Art costs money so I do it all myself but I really need to upgrade from ms.paint art to "middle schooler who draws good" … Continue reading New Art
Part 2. Think like an Angry God
In most dungeons, something tragic has happened there. Now that you've created a verisimilitudinous building, you can get away with a lower sense of "realism" for the effects of this destruction. Any time you place more weight on "realism" in one part of design, you can get away with less rationalism in another part of … Continue reading Part 2. Think like an Angry God
Part 1. Think like an Architect
When designing an area, there's a big decision to first make. Are you going for immersion, pure gameplay or do yo want to reconcile the two? We'll start by discussing how using real floor plans can build immersion and improve our design. Buildings are immersive to players not through slavish copying of irl floor plans … Continue reading Part 1. Think like an Architect
Towards a Better Adventure
I saw a ringing endorsement by Venger about a book that steps up your dungeon design. I've been working on a list of adventure design concepts to implement in my next product so I thought it would be useful. After finding a copy of it, I failed to find it enlightening. "Think about light." and … Continue reading Towards a Better Adventure
Tom Thumb Race
So I figured I'd actually put some content up here and show off a race for 5e that I've been tooling around with. Tom Thumbs They're small men who live short lives and leave a grand impression. They can be found on carriages driven by mice, as royal dwarfs or as brave giant killers with … Continue reading Tom Thumb Race
Hexgrid Preview
I've spent the past two days working on a test page for the hexmap in the next adventure. Yesterday I drew this up And after 100 hours in ms.paint, I finished turning it into this an hour ago If you've seen any of my prior projects, you know that most of my art is ms.paint … Continue reading Hexgrid Preview
Misgivings About The Medusa
I'm not certain how to feel about this review. On one hand, it points to very legitimate criticisms of Zak and Stuart as designers. My brother uses "This idea is a little stupat." when he's saying I wrote something that's unplayable as written or "This is too Zak S" when my writing is a grab … Continue reading Misgivings About The Medusa
New Adventure
So I'm a bit further into the design of the latest adventure I plan on publishing. The most immediate difference between it and the last product is going to be the tone or genre of it. Main inspirations for it include Witchfinder General, A Field in England, The Psalters, Dracula, Black metal, the story of … Continue reading New Adventure