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Showing posts from January, 2026

Somnambulism 101 // Dungeon Design 03

Dungeon Design 11 // The Influence of The Fiction Over Gameplay     It's been a while // many weeks, in fact. I've been busy. Not with anything in particular, just random nonsense that takes up time. I intend to maintain my business. However, I do consider writing this blog to be one of those things that would do so.      There are some concerns when it comes to crunchy games about what exactly should take priority in scenarios in which adjudication may be difficult. Typically, this comes down to GM preference.        Psychomortis interfaces with this concept somewhat strangely, as it's a game built for fluid gameplay but takes place within a very rigid environment; dungeons. There have been concerns about how exactly to grapple with this dual-nature of the experience, and while it may require a different method of approaching dungeons and their design, it's quite simple and quite possible.     I wasn't sure exactly what ...