Endless Legend 2 & the Tidefall mechanic, 9/24/26

Endless Legend 2 is out.

I’m shocked to realize that I haven’t written anything about the Endless games here. I planned to connect my thoughts today to what I’d previously written about Amplitude’s games, only to discover that there was nothing to connect to. I haven’t ever mentioned Amplitude Studios, let alone their interconnected series of Endless games.

It’s time to rectify that. I’m a huge fan of Amplitude’s work.

I freely admit that Amplitude doesn’t always hit home runs. I admire, however, that they consistently take big swings. They also (to my eyes) create some of the prettiest games, offer incredibly informative and accessible and layered UI, and with their Endless games weave all that into a single sci-fantasy setting that neatly legitimizes many of a 4X game’s mechanical abstractions.

Dust is narratively superior to a classic 4X’s generic abstracted “gold.” I will fight you over this.

I haven’t yet played enough of Endless Legend 2 to give you a thorough review. I’ve struggled to find time for a new 4X while juggling childcare. That’s especially true when my laptop can’t run the game and my desktop is in the baby’s bedroom. I played some of the early access versions, but only in bits and pieces. My knowledge is thus both partial and out of date. 

I have however played enough of EL2 and other turn-based 4X games to understand the promise EL2 offers. Amplitude Studios is trying another big experiment. Regardless of how it turns out, I think they’ve once again already improved the genre.

It all comes down to Tidefall.

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Grumping about DungeonWorld, 9/17/26

I have a problem. I grumble nearly every time I think about DungeonWorld. It’s gotten worse, and I’m at risk of full blown curmudgeon-itis.

I have to talk about D&D first. For better AND for worse, D&D remains most people’s touchstone for roleplaying games. DungeonWorld isn’t D&D, but obviously looks and sounds like it should be similar. Based on my recent conversations with newer explorers of the hobby, DungeonWorld is the not-D&D game that they are most likely to have tried. Those who aren’t exploring lots of different RPG systems will try out D&D, look at DungeonWorld… and then often go back to D&D. Whenever I hear that, I feel disappointed—not with them, but with how much better DW could have been.

Maybe my sample group is weird. That’s totally possible.

DungeonWorld (DW) is the Powered-by-the-Apocalypse (PbtA) game that I like the least. That has been true for a long while. This opinion pre-existed and is totally distinct from my thoughts about Adam Koebel (here’s some now-old news on that front). Maybe I’ll talk about that drama some other day, but probably not.

I’ve had fun playing DW. I’ve had fun running it. Heck, I ran it during its playtest and had a delight with my friends. Back then D&D’s 4th edition was still au courant, with its Daily, Encounter, and At-Will powers for every character class and its clearly MMO-inspired design. In retrospect I do like how D&D 4e worked as a tactical puzzle game, but DungeonWorld felt like a much-needed alternative. It was a game that felt D&D-ish and which didn’t assume everyone needed a tactical map to play their tabletop RPG.

I still really like the ways in which DungeonWorld encouraged the GM and players to all collaborate on the narrative and the setting. This wasn’t unique to DW: PbtA games regularly played around with more-collaborative systems. But DW had explicit mechanics by which players could contribute. That plus a great set of players led to The Underwatch, one of my favorite campaigns that I’ve run.

No, my problem with DungeonWorld is a personal gripe that I don’t expect others to share—and which I fervently want to convince you is correct:

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Class, classes, LitRPGs: implications of game systems 7/16/26

I’ve gotten so behind in tracking what I’ve read in my reading journal, I’m not sure where to begin.

The problem? LitRPG books.

No wait, the problem is that I don’t have the focus to keep up with my usual book logging commitment. I don’t have that focus because baby. And I don’t make time for logging the books I’ve read because… baby. Baby, and everything else that needs to be done.

Another part of the problem is that I can read ebooks on my phone while I’m doing other things, including while I hum and rock my baby to sleep. That works just fine. It works far better, far more easily, than…

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Room to grow: Lootbound (demo)

The Lootbound demo fascinates me. It scratched a series of my itches, handily eating an hour and a half of my Saturday evening and keeping me up past my bedtime. Days after playing it, I find my mind returning to gnaw at its design choices.

It is not, I think, the game for me. But it might be the game for you.

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Teaching storytellers: recipes, ingredients, how to cook

How do you go from “Running a game of D&D sounds fun” to “I have some idea of what to do”?

You could do what I did: play enough RPGs at an early enough age that you don’t remember  feeling daunted by or awkward about the transition from playing to running games. I figured running games was just what you were supposed to do. I paid attention to how my siblings ran games, and I tried to replicate that.

That obviously won’t work for most people. They could try the adult version, playing lots of games run by other people until they have some idea of what to do themselves, but what if they don’t have a good play group? What if they want more tools?

What other entry points can we (the RPG community) offer? What resources and pitfalls should we and new storytellers be aware of?

When I think about resources and pitfalls here, I think of ingredients and recipes. Roleplaying game materials are strong on ingredients; RPG books often include lots of “what” and “who” and even “where” to use in your stories. But these materials are often weak on recipes, and they certainly don’t teach you how to cook; they don’t offer much “why” or even “how”.

Without understanding the “why” and “how,” what is a would-be storyteller to do? How can we help new storytellers learn the why’s and how’s of the art of storytelling?

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Why you tilt the camera, Spider-Noir, 6/4/26

I’ve been enjoying watching Spider-Noir with Ley.

I was adamant that we should watch in black and white. Ley was willing to follow my lead. After finishing the first episode we spoke again about whether the show would look as good in color, and they said “No, it’s art.”

It’s not hard to find people who agree with this position online. I happen to think it’s the right one. I’d heard that the show was filmed with black and white in mind, and that seems obvious to me on watching it.

I wanted to be sure, though. I went through different scenes, rewatching them in color. I admit, the color version looks good too! Working in black and white obviously has a cost; I kind of like knowing that Robbie is wearing warm and punchy reddish hues in episode one, and I wouldn’t have known that without going back to check the color version.

But the black and white version sings. Yes, the color version looks good, but it’s a different kind of good—and I’d argue that the color version isn’t the right kind of good for this show. The team that made Spider-Noir knew what they were doing when they shot for black and white. 

That raises some questions though. Clearly, reality isn’t black and white. The filmmakers aren’t working with purely black and white source material. How then are they getting such incredible results?

Like Ley said, it’s art. It’s art, and a lesson in the importance of knowing one’s craft and intended genre. How can we apply that lesson beyond film?

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Collaborative worldbuilding #3, theme tags

I mentioned ‘theme tags’ in Collab World Building pt2, but didn’t explain at all. They’re a simple concept tied to a character, place, or idea: e.g. noble or nobility, priesthood, gods, thieves, crime, trade, The Thousand Year Empress, ancient relics, treasure, corruption, etc. Each tag reminds me to connect or reference thematically linked elements. I find that tracking these tags works well in conjunction with the style of sandbox game prep that Kevin Crawford proselytizes in his RPGs.

Through the collaborative world building and character creation process of my Worlds Without Number game, I’ve collected a set of tags for each PC. I’ve also kept adding tags to the PCs any time they specify interest in a particular topic, or as their players articulate the PCs’ goals. This helps me in my setup for following sessions.

For example, one player has stated that their PC is interested in ‘humbling jerks.’ Now ‘jerks’ is a tag in my repertoire. But what does that mean? How do I use it? And how does it work with Kevin Crawford’s sandbox game tools?

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Collaborative worldbuilding cont., deferred exercises 3/12/26

I’ve deferred my Love/Hate connection experiment for at least one more session. I could do this differently; I could use that experiment now to improve my players’ understanding of their own PCs, as well as bettering my understanding of their relationships with the rest of the setting. I deferred that experiment yesterday because I wanted to get a session of play under our belts, whet my players’ appetites, that sort of thing. That went well. I think it was a good choice.

Now I’m holding off because I suspect…

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Collaborative worldbuilding for a new game, 2/26/26

I started a new game this week.

Our prior GM is a freshly minted parent. He’s currently in the land of absolute sleep deprivation. Having been there not too long ago myself, I’ve offered to take over with a new game (at least for some of the time).

I’m taking the opportunity to experiment with new ways to build connections between PCs and the setting. I’ve written about at least one of those ideas before. I’m taking things a step further by starting the group even earlier in the world creation process.

We began with a collaborative setting creation session. We’ll be playing Worlds Without Number from Kevin Crawford, and I want to use WWN’s general setting concept… but I want the players to have a hand in how our particular slice of the world feels. I want them to influence what direction our Latter Earth takes.

Alongside that…

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Feline interlude, 5/29/25

Life has been very full of baby recently. I don’t have a full post for you.

I’ve been lucky enough to play a bit of Cities Without Number with a neighbor and some friends. My other games are basically on hiatus, but being able to start early, end early, and walk less than ten minutes to and from game is amazing. There’s also no way I could be doing this without sometimes bringing baby Gibby with me, or sometimes coordinating extra support for Ley. Asking Ley to take care of the baby without any support while I go play RPGs is no good. Having a two-month old is a lot of work.

Cities Without Number, like other Kevin Crawford titles, could really use some editing. It’s… acceptable. The text is definitely better organized and written than some other RPGs or boardgames I’ve seen. Some of Crawford’s verbosity adds evocative texture to both system and setting, and his approach certainly produces consistently fun results. But…

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