Design


Thinking About Dungeons

Names
Easy-Map 1 - 2 - 3 - 4 , Growing, Invisible 1 - 2 - 3 , Pre-mapped, Sinking (& Floating), Temporal, Tumbling 1 - 2 - 3 - 4 .

Concepts
The Dungeon is:
  Designed to be easier for players to map 1 - 2 - 3 - 4
  Continuously getting larger
  Invisible 1 - 2 - 3
  On a map players have before they've ever visited it
  Sinking in liquid (or floating)
  Visited at various stages in time
  Rotating through its vertical axis 1 - 2 - 3 - 4

Ruminations
Slightly longer looks at game related topics:

How do we deal with realism in a fantasy world?
   Who Built The Fountain of Gender Exchange?

How much detail should a dungeon product contain?
   Detail & Dungeon Design

Is D&D about ambition?
   What RPGs Are About
or maybe the American story of Rags to Riches?
   Medieval America, Punters, and the D&D Endgame
well, Western RPGs might be more about the Law,
   The Western, Law, and the Fuse

Looking at the deadliness of old school games,
   On Death
and,
   On Death: Addendum
and a newer piece thinking about raising dead characters,
   The Wages of Death

Looking at always attractive but problematic psionics,
  The Problem with Psionics

And thinking about assumptions that seem to have become generally accepted for recent versions of D&D,
  What's an Encounter?