You’ve been humbled and shamed, over and over, all summer long, and achieved next to nothing! You’re chasing after dreams and fancies! You’re like a man who prances around all day, skipping and dancing, just to get attention! Yes, that’s your game! To get people talking you go looking for what can’t be found! How wise is that?! Gerbert of Montreuil, Gerbert’s Continuation of Perceval

Pillars

A game should know what it’s trying to do in its design - each pillar that holds the game up. My primary goal is to make a game that can play the Great Pendragon Campaign1 - not a clone or something that can adapt materials 1-1, but something that’s fluent in it2. That means in the most important points:

I also have style-pillar and minor-pillar tags for other points that I want or realize I will gravitate to.

Rules & Concepts

Game mechanics and concepts3 aren’t easy to understand as a collection of pieces as mechanics or concepts would get you - they have a sense of structure - so I have a Rules Summary page… though it’s incomplete currently.

Marginalia

There’s a lot of side commentary I call marginalia . I ramble a lot, so this category is going to be an unsorted collection of random points. Feel free to browse it, but it’s meant to inform other rabbit-trails rather than be seen as a whole.

Resources

Books, movies, rpgs I’ve grabbed pieces of - these all fall under resource tags such as book or rpg .

Footnotes

  1. i.e. something that’s not King Arthur Pendragon but which is going to be pretty similar to it in what it’s trying to do

  2. That is to say, if you have an adventure or a character or an idea that would work in Pendragon and the GPC, it’s pretty obvious how you could make it work in The Death of Arthur.

  3. Things that are relevant for understanding how the mechanics would get used, or what they’re interacting with.