Read aloud text, or boxed text, as it’s sometimes called, has been a staple of D&D since the earliest adventure modules. The shaded boxes told Dungeon Masters what to say to players, typically verbatim, and often at length. Boxed text comes from an era in which the rules for how a Dungeon Master should run [ Read More ]
Archive for the ‘Game Design’ Category
Campaign mode is a new instrument in a Dungeon Master’s toolbox for time and story management. It can be used to pass days, months, or even years, without forcing either the players or Dungeon Master to go into great minutia about the actions taking place in the campaign world.
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Last week, Valve had a deal for Torchlight on its Steam platform, and I decided to give the game a try. At the low price of $5, I figured the game would at worst be good for a few hours of entertainment and at best provide a few weeks worth of fun. Of course, I [ Read More ]





