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Arcane Mutterings

Mike Mearls

"The secret we should never let the gamemasters know is that they don't need any rules." - Gary Gygax

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Substack
PricingOnly free issuesPublishesWeekly
Issues13Founded5 years agoLast Issue5 months ago
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Latest Issues

Fourth Player Theory of TTRPG Design

A couple weeks back, I saw a poll on a large forum filled with hardcore TTRPGers. It asked how often they played. It turns out, compared to the results I saw when I worked on D&D, they barely played. Most played monthly or less, and only ab...

5 months ago
59
14

Reaction Design in 5e

I was going to post this as a note, but the topic quickly spiraled out of control. Plus this is an enormous pet peeve of mine in design, so here it goes.

Basics of Reaction Design

D&D 5e is not designed for reactions that kick out dama...

5 months ago
12
2

The Gap in TTRPG Culture

When I worked on Magic: the Gathering, it was wild to experience a dramatic shift in how I consumed podcasts and YouTube videos around the game compared to TTRPGs.

With TTRPGs, most content focuses on techniques (or industry gossip and new...

9 months ago
54
14

Why D&D Combat is Complex

D&D’s relatively dense combat rules have a simple explanation: A good TTRPG rule prevents and/or resolves arguments.

A bunch of stuff falls out of that supposition. It starts with the idea that people playing a TTRPG are going to argue abo...

10 months ago
27
9

In Praise of the Iron Spike

I was thinking about the various games I’ve run over the past year, and a thought occurred to me.

Across all of the games I ran - predominantly fantasy - no spell, no mighty artifact, no cunningly designed feat or skill, could measure up t...

a year ago
32
4

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  • Mike Mearls

    Game designer and writer, led the creation of 5th edition D&D.

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