It’s been a few weeks since my last Architect DM post, but don’t worry the series will continue and there seems to be a lot of information to cover! In my last post I talked about function and playability of a location in a more general and meta sense, but what I originally started that post to discuss was the specifics of how the environment is experienced. One of the most crucial considerations when it comes to design in Architecture is the human experience of the environment, after all the buildings are designed by humans for our own use and appreciation.
The Architect DM: Function & Playability
Welcome to the second installment of my series about applying real world design concepts to your own personal D&D or tabletop RPG world. Last week’s post was a relatively broad overview of the basic aspects to consider while designing a location. Today I would like to look at a different approach to designing locations, which involves thinking more about how the game will actually play out and how your players (and you as the DM/GM) will use and interact with the environment you’re creating.
The Architect DM: Building Foundations
A couple of weeks ago I did a guest segment on the Dungeon Master Guys podcast about the topic of improvising as a DM. While discussing this with Dave and Quinn I suddenly realized that I have become rather adept at coming up with dungeons, locations, and hand drawn battle maps on a whim when they are needed in my D&D campaign. Both of them quickly suggested that this might be a result of my day job as an Architect and designer. This is the first post in a series I’m calling “The Architect DM” where I will be talking about how the ideas, concepts, and philosophies of designing real life locations can be applied to your D&D game.
My Love Affair With Tron
I grew up with the movie Tron. Okay, I’ll admit that I grew up with a lot of movies, but there is a shorter list of movies that I watched at least once a year for my entire life up to the age of 18. Tron is most certainly on that list, along with Aliens, […]
Character Concepts: Dragonborn
A handful of character concepts and builds for creating an effective and elementally devastating dragonborn. From a Warden/Fighter that spews acid left and right to becoming an all-powerful avatar of the deceased god Io.
Let Me Tell You About My Campaign: Age of Awakening
About two months ago Dave decided to tell you about his campaign – the setting, world, how it all began, characters, planning, and some of his house rules. He set me up to share about my campaign also, as a large part of planning for both of our games was done together. In fact his game is being run in a world that I designed and handed over for him to take and expand upon as he saw fit.
Railroading in a Good Way
The term ‘railroading’ usually sends a shiver down the spine of any tabletop RPG player because of the negative implications that come along with it. To be honest, most DMs dislike the term as well and railroading is generally referred to as a problem with an RPG.
Comic Books, Franchises & Reboots Oh My!
Allow me to take you on a small adventure through my life of the last few months. With more spare time than I’ve had in the last six years and a cornucopia of neglected hobbies crying out for attention, trying to choose what to do next can be rather difficult.
Such Wondrous Dimensions
I really could not resist coming up with a few joke ideas for the RPG Superstar contest, the problem is that I’m also very interested in seriously entering but all I have spent time on is things like you see here. It seems like some of the steps in this contest will be harder to […]
Survival Guide to Florida
I apologize for my absence, I’ve been spending the whole week knee-deep in putrid water being eaten alive by the most vicious bugs since the plagues. At least that’s how I imagined Florida would be, even though I’ve been here many times before every time I anticipate the trip I cannot help but return to […]
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