Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Friday, March 9, 2018

6 hexes

Kiel Chenier tagged me in a DM appreciation month thing so here's my self indulgent contribution. 6 hexes you'll find in my home game.

1. The Tomb of Dust, home of the Banishing Rod. Frequented by Clerics as a right of passage. Overrun by animated skeletons of various clerics.

2. An Abbey whose basement is full of captured and tortured werewolves. The Abbot is a secret vampire.

3. Bullfrog-men obsessed with dueling. They wield Ironwood Rapiers. They duel for the right of sacrifice to their god, a giant blue heron.

4. The headhunter, a feared local legend. Collects butts.

5. Forest dwelling dwarves mine the deepest roots of ancient trees for a rare sap. The sap is processed to make a viagra-like potion.

6. A house out of sync with this dimension, you must eat the phase-lemons off the trees in the yard to interact with those inside.




Tuesday, March 6, 2018

Design Is Like A Bad Kid

So the character sheet I designed was put up on reddit and is currently sitting near the top of r/rpg. I'm really pleased with this specifically because I know that people will be honest on Reddit. This give me both the opportunity to see what could use some work with it and what asinine opinions a large subset of nerds has.

Design is weird because it's like art in that I spend a lot of time on it when I'm making it and it puts me in a similar trance but it's also unlike art because it serves a more specific functional purpose. Illustration should be evocative and help contribute to the tone of the project but within that theres a lot of creative freedom. Design can just be wrong, it can point you in the wrong direction and cause you to fall off a cliff and it doesn't really matter the font of the writing on the sign in that scenario- although I suppose you could argue that you shouldn't be following signs that are written in papyrus in the first place.

An important lesson I learned in art school is that critiques are better if people have been drinking. It opens people up. On the internet you don't need alcohol because everyone's an asshole already. Which is good, especially when you need feedback like "does this work at all" (I think the sheet mostly works, it could use some tweaks).

As long as you remember that people are looking at everything through their own shitty glasses. I try to think about what people say about a piece of design from the perspective of "how are they going to try and use this" and "what did they think I was trying to make it for." If their critique doesn't survive that blockade then it probably wasn't worthwhile to your design.

Oh yeah the title. Design is like a bad kid because you may love it but it also might kind of suck and it's up to you whether or not you fix that.