Draw Maps, Leave Blanks


I think it might be game designer heresy to say it now, but there are a lot of amazing things in Dungeon World. One of my favorites is the command to “Draw maps, leave blanks.” At first this seemed counter intuitive to me. If I have a map, I want a map. Full stop, no blanks. But usually, I don’t want a map. I don’t want it predetermined what lies to the East because then I cannot serve the needs of the story as it stands whenever the characters head East. I felt that maps are remnants of old school dungeon crawl games where the GM is god and everything is pre-planned according to their desires.

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Unfun Games

no fun

There is a class of games that is not “fun” to play in the traditional sense (although I imagine we could argue about what that is), but one still gets something out of playing them. The term may not be precise enough, but I will call those games worthwhile.

These games do not offer the same sense of satisfaction that a game where you play super capable bad-asses would.

The best example I can offer of this type of game is Liam Burke’s Dog Eat Dog.

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