Tuesday, October 20, 2026
Rolling Up Characters Together
Tuesday, October 13, 2026
Don't Worry About the Market
In a social media gaming group I moderate, one of the questions I see over and over again from aspiring designers is, “What kind of game should I make? What are people looking for right now? What genre is hot? What system should I design for?” I understand the question, because I asked it myself once. And someone gave me some advice that has stuck with me ever since: follow your heart, and the market will find you. Just make the thing that interests you. Make the weird game you wish somebody else would make. Make the adventure you would actually want to run. There is no crystal ball that will tell you what the RPG market will want by the time you finish the project, and if you do what everyone else is doing, you're probably just making a slightly worse version of something that already exists. Your enthusiasm and authenticity is the one of the few things you have that someone else doesn’t.
Now, if you want to make money doing this, by all means, go for it. But go into it with your eyes open. The RPG business is precarious, and the anecdotal evidence I’ve seen suggests that the overwhelming majority of people who design games do not make a living from it. One guy who has published 20 games, some of which you’ve heard of, makes about $10,000 a year. Nothing to sneeze at, but not enough to live on. Even “full-time” RPG creators may be combining design with freelance work, Patreon, convention income, teaching, another business, or a spouse’s income. I can’t find enough reliable data to put a percentage on the number, but the people who actually make games and discuss it on various forums are consistent in saying that making a living exclusively from tabletop RPG design is the exception, not the rule. That’s not meant to discourage you. It’s meant to liberate you. You don’t have to build the next D&D. You don’t have to convince investors that your game will capture X percent of the market. You can make something small, strange, personal and affordable, and if fifty people love it, you've made something that didn't exist before. I did that, and while I don’t make enough to live on, I earn $80 to $250 bucks a month. That's not nothing, and I did absolutely no market research (or marketing, for that matter).
And please don’t use AI to make it. It’s getting harder to tell whether people are using AI to write, but it's still easy to tell when people are using it for art. AI can be a powerful tool for a starting point in research, and a fun toy for goofing around, but for publication, it’s the easy way out--the refuge of someone who, deep down, thinks they aren't talented enough, or who is a little lazy, and who wants the appearance of having made something without actually learning how or bothering to make it. I speak from experience here. I can actually draw fairly well, and even I was tempted to use AI art for a few products just to get it done quickly, because I was lazy and I wanted a result right now. I did this with my games BEAT and Top Men and I paid the price with some bad reviews. I pulled them from the market and I’m working on original art for them now. It was a good lesson: even if you don’t have an ethical problem with it, the community will likely crucify you. If you can’t draw, that’s fine. Neither can a lot of RPG designers. If you need art, public-domain material is your friend. Find old illustrations, engravings, photographs and decorative elements that you can legally use, then transform, collage, crop, recolor and recombine them into something that is actually yours. This isn't some kind of cheat: Johan Nohr's MÖRK BORG explicitly credits “a couple of Public Domain images” alongside his own graphic design and artwork, and his design for Into the Odd has even more. It’s also OK to copy the poses in pictures from old magazines--sports magazines, body building magazines, martial arts magazines, car magazines, and the icky ones aimed at “soldiers of fortune.” Lots of artists use real-life models, and that’s no different. And if you feel your art is too amateurish, remember the wonderfully crude illustrations in the earliest D&D books. The right audience doesn’t necessarily need polished corporate artwork. Sometimes they’d rather see evidence that an actual human being made the thing.
As for layout and design, some people who do the writing and art themselves, but use AI for layout. This is, arguably, more appropriate. But it’s not that hard to learn some basic graphic design, and cost is not a factor. You can use GIMP, which is a free Photoshop-like program. Scribus is a free desktop-publishing program roughly like InDesign. You can learn typography and composition. It’s not like learning trigonometry. Any reasonably diligent person can use these programs. I worked in the newspaper business for 20 years, so I had a head start, but it’s not unlearnable. Even just a few hours with a tutorial should set you up for a lifetime.
And remember, you don’t have to compete with the big boys. You probably can’t. You don’t need a warehouse full of books, a distributor, a printing contract, a marketing department or ten thousand dollars in startup funds, or physically attractive paid influencers to pimp your game. You can make a PDF and put it on DriveThruRPG or itch.io. They exist to support independent publishers uploading and selling their own PDFs and print-on-demand books, without the traditional publishing infrastructure. If you eventually need money for a print run or professional art, Kickstarter is there--but crowdfunding brings its own headaches, obligations and risks, so don’t assume it’s free money. And you don’t need it to make money. I never have. Just start small. Make the thing you want to make. Use inexpensive or free tools. Learn as you go. Yes, the indie RPG market sometimes looks like it’s been buried under an avalanche of well-intentioned but uninspiring products or AI-generated stuff, but that’s actually an opportunity for you to shine. Genuine human effort is obvious, and its imperfections make it authentic and special. You don't need to be the biggest game on the shelf. You just need to make something that somebody sees and thinks, “This was made by somebody who really cares about this.” That’s a market worth finding. You may not make much money, but I’ve made a little bit, and better yet, I’ve shared what’s in my heart with a niche group of like-minded people, got some recognition and creative validation, and made a few friends along the way. That’s better than money.
Tuesday, October 6, 2026
When B/X Doesn't Tell You What to Roll
Most readers are probably well aware there is no general “skill check” system in the main body of the rules. There is no universal list of skills that applies to everyone, and there isn't a rule saying that any time somebody tries something difficult, you make a Dexterity check or Strength check. But here's the funny thing: if you dig all the way to the back of Moldvay Basic, there actually is a rule for exactly this. Under “There's Always a Chance,” Moldvay suggests that the DM can have a player roll 1d20 against the appropriate ability score, with a bonus or penalty based on the difficulty. So the ability check isn't some later invention imposed on B/X from the outside. It's right there in the 1981 rules (although it seems like an afterthought). The difference is that it is presented as one of the DM's tools for dealing with situations the rules don't otherwise cover, not as the universal resolution mechanic that it eventually became.
The door rules are a good example of the other way B/X handles this. A normal dungeon door is often stuck or locked, and an unlocked but stuck door has to be forced open. Everybody gets a 1d6 roll, with a 1 or 2 succeeding, and the character's Strength adjustment modifies the target number. So a character with a good Strength score really does have a better chance of forcing the door. In other words, B/X uses ability modifiers to modify a d6-based chance when the rules specifically say to do so. What it doesn't say is that every generic 1-in-6 chance should automatically become a 2-in-6 chance for somebody with a +1 ability modifier. Secret doors, for example, are simply 1-in-6 for ordinary characters and 2-in-6 for elves. There is no instruction to add an Intelligence or Wisdom modifier to that roll. So as a DM, I think you can certainly decide that a particular 1-in-6 roll should be modified by an ability score, but I wouldn't claim that this is a general B/X rule. The precedent is there, but the universal rule isn't.
And then we get to the thief, which is where things get potentially out of whack. The Thief class was a later addition to the original pre-B/X rules, and that class alone uses a percentile system for special abilities. Suppose the party finds a locked door and the fighter says, “I'll pick the lock.” What happens? If I simply say, “Make a Dexterity check,” I've created a pretty ridiculous result. A first-level B/X thief has only a 15% chance to open a lock, while a character with a Dexterity of 13 would have a 65% chance if I'm using the Moldvay “roll under your ability score” rule with no difficulty modifier rule. The fighter is suddenly more than four times as good at the thief's special skill. So I can't just assume that every action that sounds appropriate to an ability score should be resolved with an ability check. The thief's Open Locks percentage is a specific procedure for a specialized activity. If you want the thief to matter, you have to respect that procedure. A non-thief might be allowed to attempt something clever with a lock--perhaps by dismantling the door, breaking the hinges, finding another way around it, or using some piece of equipment--but “I pick the lock” isn't automatically the same thing as “I make a Dexterity check.”
What's especially interesting, though, is that the fighter doesn't really have a corresponding list of things that only fighters can do. Everybody can force open doors. Everybody gets the benefits of Strength when doing so. Everybody can search for secret doors, everybody can listen at doors, and everybody can attempt plenty of ordinary physical actions. The fighter's special territory is overwhelmingly combat: better fighting ability, better weapons and armor, and the advantages that come from being the class built around hitting things. There isn't necessarily a noncombat action that belongs exclusively to the fighter. That makes me think the better way to look at B/X is not “every class has its own list of things it can attempt.” Instead, there are three different situations. Sometimes the rules give everybody a specific chance, like forcing a door. Sometimes they give a particular class a specialized procedure, like the thief's Open Locks percentage. And sometimes the rules don't say anything at all, in which case the DM has to make a ruling--possibly using Moldvay's ability-check rule.
And that, I think, is the real lesson. B/X doesn't assume that every uncertain action needs to be converted into a standardized check. Sometimes the answer is obvious and you don't roll. Sometimes the rules give you a specific roll. Sometimes the player's description of what he is doing changes the situation enough that the DM can simply make a ruling. And sometimes, yes, you roll under an ability score because Moldvay specifically gave you permission to do that. But I think the order matters: first decide what the character is actually doing, then decide whether a roll is necessary, and only then decide what kind of roll makes sense. If you start with “Which ability score do I roll against?” you can very easily end up making the character sheet more important than the circumstances of the situation--and, as the poor first-level thief demonstrates, you can accidentally make the wrong character the expert.
Of course, this is also one of the chief arguments against playing older editions in the first place. When the 3E team did their reboot a quarter-century ago, this must have been on their minds. There is a perfectly reasonable argument that it would be better to have one universal mechanic that handles everything consistently. I’ve made this argument myself. It is certainly easier to teach: whatever the character wants to do, find the appropriate ability, determine the difficulty, and roll the same kind of check. I'm not really arguing against that here. I'm not trying to prove that B/X's approach is better, because it’s not. I am asking, what does B/X actually do, and how do we run it without so many house rules that we’re effectively replacing it with a different game? If we're going to play an older edition on its own terms, then its rules gaps, its wonky procedures, and its unspoken assumptions are part of the game we're choosing to play. We can decide that we prefer a universal mechanic--and I do--but that's a different discussion from figuring out how the original game expects us to handle the situations it doesn't spell out.
Tuesday, September 29, 2026
Stop Rolling to Find the Clue
I’m thinking about this a lot because I'm working on an RPG called Roosevelt’s Detectives, about a special squad of detectives working for Theodore Roosevelt in 1890s New York. I've been trying to figure out the best way to model mysteries in an RPG, and I keep coming back to the same idea: the mystery should be solved by the players, not by their dice. If the players search the victim’s room and roll badly, what exactly has been accomplished? I haven’t made the mystery itself more challenging. I’ve simply hidden the adventure from the people who are supposed to be playing it.
That doesn’t mean I want a game with no dice rolls. Quite the opposite. There are plenty of things a detective might attempt where failure is interesting. Can you get a nervous witness to talk? Can you identify an exotic poison? Can you convince somebody to let you examine the body? Can you establish that two pieces of evidence are connected? Those are great things to use dice for because the outcome could significantly change the story. But finding the evidence shouldn’t normally be one of them. Without the evidence, there is no story. Give the players the facts. Let them make the connections. Let them come up with the wrong theory. Let them accuse the wrong guy. That's where the actual detective work (and fun) happens.
So I think RPG mysteries work better when we stop treating information like a reward that has to be unlocked with a successful skill test of some sort. The players aren't watching a detective on TV. They are the detectives. If they search the desk, tell them what's in the desk. If they examine the body, tell them what they can see. Then get out of their way and see what they do with that evidence. Maybe they'll figure out who the murderer is. Maybe they'll completely mess it up. Either way, at least they solved--or failed to solve--the mystery. The dice shouldn’t do that for them.
Tuesday, September 22, 2026
AC: Up or Down, Who Cares?
Tuesday, September 15, 2026
You Can't Do Accents? That's OK.
Wednesday, September 9, 2026
Save vs. Death: Maybe Your Character Shouldn't Die
Rolling Up Characters Together
As part of our Back to Basics B/X campaign, we’re thinking about getting together in person to roll up characters rather than having everyon...