• Critical-Hits Studios
    • Criminals Card Game
    • Sentinel Comics: the Roleplaying Game
  • Downloads & Tools
    • Critical Hits Fantasy Name Generator
    • Drinking D&D 2010
    • Drinking D&D 2011
    • Fiasco Playset: “Alma Monster”
    • MODOK’s 11 for Marvel Heroic Roleplaying
    • Refuge In Audacity RPG
    • Strange New Worlds RPG
  • Guides
    • Gamma World
    • Guide to 4e Accessories
    • Guide to Gaming DVDs
    • Skill Challenges
  • RSS Feed
  • Facebook
  • Twitter

Critical Hits

Everything tabletop gaming since 2005

  • News
  • Reviews
  • Columns
    • Dire Flailings
    • Dungeonomics
    • Musings of the Chatty DM
    • Pain of Publication
    • The Architect DM
  • Podcasts
    • Critical Hits Podcast
    • Dungeon Master Guys Podcast
  • Roleplaying Games
  • Tabletop Games
  • Game Hacks & Content
  • Video Games
You are here: Home / Archives for game design

Blind Design, or How to Fail Better

February 11, 2011 by Shawn Merwin

Adventure design, whether for personal use or mass consumption, comes down to having a goal and heading straight toward it. And, of course, there are never pitfalls in the way . . .

Filed Under: Editorial, Know Your Roll, Roleplaying Games Tagged With: 4e, adventure design, D&DXP, game design, heroes of shadow, published adventures

Visions Verbalized

February 10, 2011 by Chris Sims

If you can’t produce an elevator pitch, your idea isn’t solid enough. All games rely on this initial expression to become all they can be. A lack of focus at such an early stage leads, at least, to wasted work as designers realize a game’s scope needs narrowing. At worst, uncertain direction at the outset is a path of failure. Kitchen-sink design’s best results . . .

Filed Under: Analysis Paralysis, Board, Card, and Miniature Games, Featured, Roleplaying Games, Video Games Tagged With: D&D, game design, nanocon

Take Refuge . . . IN AUDACITY!!!!!!!!!

February 2, 2011 by Logan Bonner

The moment that everybody has been waiting for is here, and it is now time to see the preview of the most exciting RPG that is coming up! This is Refuge in Audacity! It is time for EXTREME ROLEPLAYING!!!

Filed Under: Featured, Humor, Minor Quests, Roleplaying Games, Science Fiction & Fantasy Genre Tagged With: game design, gaming, Refuge in Audacity, RiA, roleplaying, Roleplaying Games, roleplaying games

Chatty’s Mailbag: Launching your own RPG

January 28, 2011 by The Chatty DM

Earlier this week I got an email question that made me ponder the realities of publishing one’s own RPG in this already flooded niche market. Here’s our friend’s question: Hey Phil, I’m finishing up development of my first RPG system, and plan to publish it on RPGnow.com in a couple month’s time. I have been […]

Filed Under: Board, Card, and Miniature Games, Freelance Writing, Musings of the Chatty DM, Newest Critical Hits, Roleplaying Games Tagged With: game design, Independent Publishing, New Game, PDF, Tactical RPG

Into the Unknown

January 13, 2011 by Chris Sims

Mysteries must have answers in all roleplaying games. At least, the secrets the players wish for their characters to uncover should have some means of being laid bare. That means the DM, at least, has to know, or have an idea, where a path of exploration leads. In the case of published work, the designers should know such answers and, more important, reveal them.

Filed Under: Analysis Paralysis, Editorial, Featured, Roleplaying Games Tagged With: D&D, DM advice, game design

Carrot Design, Part 2: D&D 4e’s Classic Rewards

January 11, 2011 by The Chatty DM

In which Chatty dives in D&D 4e’s engine and explores the various types of rewards available for its players. He then examines areas where new, interesting types of rewards could be created to enhance the gaming experience of a wider spectrum of players.

Filed Under: Featured, Freelance Writing, Musings of the Chatty DM, Roleplaying Games Tagged With: Action Points, Artifacts, d&d 4e, Experience Points, game design, Levels, magic items, needs, Player Motivations, powers, Quests, Rewards, Treasure, XPs

Carrot Design, Part 1: A Freelancer’s Challenge, From Needs to Rewards

December 23, 2010 by The Chatty DM

In which Chatty, on the heels of his last article, explores the challenges of designing new D&D 4e material for gaming magazines and how a writer needs to dodge many pitfalls to deliver a quality, useful article.

Filed Under: Freelance Writing, Musings of the Chatty DM, Newest Critical Hits, Player Psychology, Roleplaying Games Tagged With: d&d 4e, game design, kobold quarterly, needs, pathfinder, Player Motivations, Rewards

One-Hour Game Design

November 18, 2010 by Chris Sims

A year ago, I went to Nanocon and made friends with the illustrious Richard Dansky. On Friday evening, we were a between commitments, and we were amused at the Dakota State University game design program’s promotional literature. We also stumbled on some loose dice and game pieces. We decided to make a game . . .

Filed Under: Analysis Paralysis, Board, Card, and Miniature Games, Editorial, Featured Tagged With: board game, college, Danksy, fraternity, game design, Humor, jocks, minion, nanocon, princess, zombies

The Littlest Con

November 11, 2010 by Chris Sims

Nanocon’s magic is in its intimacy. It presents a great opportunity to meet players and play games. As a guest, I also had the chance to mingle with all the other guests, as well as the faculty and organizers. That type of interaction with others who love games is hard to overvalue. Perhaps needless to say, I’m glad I went.

Filed Under: Analysis Paralysis, Columns, Editorial, Featured, Newest Critical Hits, Roleplaying Games Tagged With: convention, game design, gamma world, nanocon

Do the Evolution

October 7, 2010 by Chris Sims

What if we imagine the original D&D game as the evolutionary link between wargaming and modern roleplaying games of all sorts? Every derivative game has some part of the original, signs of its ancestry. Like with organisms, variations from the original are introduced in the process of creating a game. Further, more game “offspring” tend to be produced than the gaming environment can support. Traits that ensure survival in a given environment become more common in descendants.

Filed Under: Analysis Paralysis, Editorial, Featured, Roleplaying Games, Video Games Tagged With: 3e, 4e, D&D, evolution, game design, game theory, pathfinder

« Previous Page
Next Page »

About the Author

  • Shawn Merwin

    Shawn Merwin is a freelance writer/editor and game designer with delusions of adequacy and a penchant for games and stories. He's worked on several organized play campaigns: Living Greyhawk, Xen'drik Expeditions, Living Kalamar, Living Forgotten Realms, and D&D Adventurer's League to name a few. His design work for Wizards of the Coast includes Dungeon Delve, Assault on Nightwyrm Fortress, and Halls of Undermountain, as well as two seasons of the D&D Encounters Program. His most recent project is co-designing and editing the Fate-powered game Part-Time Gods of Fate for Encoded Designs. You can follow Shawn on Twitter.

    Email: shawn.merwin@critical-hits.com

Subscribe

RSS Feed

Archives

CC License

All articles and comments posted posted on the site (but not the products for sale) are licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. References to trademarks and copywritten material are included for review and commentary use only and are not intended as any kind of challenge.

Recent Comments

  • fogus: The best things and stuff of 2024 on Remembering the Master: An Inelegant Eulogy for Kory Heath
  • Routinely Itemised: RPGs #145 on Review: The Magus
  • The Chatty DM on Review: The Magus
  • Linnaeus on Review: The Magus
  • 13th Age: Indexing Truths — Critical Hits on The Horizon Conspiracy

Contact The Staff

Critical Hits staff can be reached via the contact information on their individual staff pages and in their articles. If you want to reach our senior staff, email staff @ critical-hits.com. We get sent a lot of email, so we can't promise we'll be able to respond to everything.

Recent Posts

  • Remembering the Master: An Inelegant Eulogy for Kory Heath
  • Review: The Magus
  • Hope in the Dark Heart of Evil is Not a Plan
  • Chatty on Games #1: Dorf Romantik
  • The Infinity Current: Adventure 0

Top Posts & Pages

  • Home
  • The 5x5 Method Compendium
  • Dungeons & Dragons "Monster Manual" Preview: The Bulette!
  • Critical Hits Fantasy Name Generator
  • On Mid-Medieval Economics, Murder Hoboing and 100gp
  • "The Eversink Post Office" - An Unofficial Supplement for Swords of the Serpentine
  • Finally a manual for the rest of them!
  • Dave Chalker AKA Dave The Game
  • How to Compare Birds to Fish
  • The Incense War: a Story of Price Discovery, Mayhem, and Lust

Copyright © 2025 · News Pro Theme on Genesis Framework · WordPress · Log in