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Revolutionising the RPG

A blog on game design. Home of The Chimborazo Endeavour, Balance RPG, the science of Applied Game Dynamics, and much more.

Designing progressive progression mechanics

In this article, I explain in detail how the progression mechanics for ChimborazoRPG work, as well as go into the problems I faced while making them and the decisions behind the solutions I settled on.

5-10 minute read.

Quick thoughts: Technology vs magic and the Star Wars balancing method

In an discussion I had with a friend recently, the topic of balancing magic vs technology came up, when it comes to worldbuilding as a whole. We could get more philosophical than is necessary here with questions like “should magic (or either, actually, but uuuuuuusually it’s the magic) even be balanced in the first place?…
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Chimborazo design structure

This post takes a look at how Chimborazo RPG is structured mechanically. I prefer to introduce myself as a systems engineer rather than a game designer, and this is the reason why. Even though I am designing a game, I feel like the mechanics and the provided structure are the actual “game” part and if…
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Daily Design 002 – Designing by Default

For the eventual re-recording of this episode, some excellent points brought up during a conversation with @Dragonymystic (discord).

Daily Design 001 – Promises and Payoffs

I quite like how this turned out, at least in terms of things I had to say, even though the execution is obviously bad. And, since I think it’s a pretty important topic, I’ll be turning this into a feature length article, which will probably go on the Tabletop Design Association communal blog.

Krumov’s power level tests for fictional characters: Part 1 – Minas Tirith

I’ve devised three tests that check for certain capabilities that fictional characters possess. Based on whether they can pass the test at all, and then how well they did so, we can better classify them into separate power level tiers.

Designer’s glossary: non-choice

non-choice[nɒn-tʃɔɪs],[non-; nan-chois] One-time disclaimer on this first post – scroll down to the About section to learn more about the project and how You can contribute! noun The act of presenting your players with multiple options, one of which one is strictly better than the rest. This can either be done intentionally, in order to test…
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What is Chimborazo? Let me start with a story: A not so random name Many years ago, I was quite young. I learned to read at the age of 6, and over that summer I read my first book. The Hobbit. This kicked off a love of book and reading in general, which my parents…
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Better gameplay: skill resolution

With this article, I’m starting an entirely new series on tacking problems in RPGs that aims to explore the ways we can speed up play and make it a smoother user experience by reducing the lag that happens when interpreting roleplay through mechanics. This streamlining process can be applied to everything, both during the session…
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The measure of a soul

The measure of a soul A story, an apology, and a promise. Over the final week of the month of October and throughout almost the entirety of November, I haven’t been very active. I did start the design of the first supplemental product, but haven’t done anything else to move along any of my projects…
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