We Read The Bloggies cover art

All Episodes

We Read The Bloggies — 124 episodes

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Title
1

[Series] Middle Earth Hexcrawl Project: From Little Delving to Nobottle to Long Cleeve, by Josh McCrowell

2

[Series] Middle Earth Hexcrawl Project: Five Hexes Around Michel Delving, by Josh McCrowell

3

[Series] Middle Earth Hexcrawl Project: A Hexmap for Middle-earth, by Josh McCrowell

4

[Series] Shiny TTRPG Links: #258, by xaosseed

5

[Series] Critique Navidad: Late Stage Death Cultism, by Nova

6

[Series] Critique Navidad: Chain x Link, by Nova

7

[Series] Critique Navidad: Void 1680 AM, by Nova

8

[Series] Critique Navidad: We Three Shall Meet Again, by Nova

9

[Series] Critique Navidad: The Field Agent Handbook, by Nova

10

[Series] Designing Dungeons Chapter 13: Writing Random Encounters, by Josh McCrowell and Warren D

11

[Series] Designing Dungeons Chapter 12: Keying Room Descriptions (Part 2), by Josh McCrowell and Warren D

12

[Series] Designing Dungeons Chapter 11: Keying Room Descriptions (Part 1), by Josh McCrowell and Warren D

13

[Series] Designing Dungeons Chapter 10: Formatting Room Descriptions, by Josh McCrowell and Warren D

14

[Series] Designing Dungeons Chapter 9: Exploring and Returning by Josh McCrowell and Warren D

15

[Series] Designing Dungeons Chapter 8: Running and Resting, by Josh McCrowell and Warren D

16

[Series] Designing Dungeons Chapter 7: Talking and Fighting, by Josh McCrowell and Warren D

17

[Series] Designing Dungeons Chapter 6: Experiments and Surprises, by Josh McCrowell and Warren D

18

[Series] Designing Dungeons Chapter 5: Dungeon Checklist, by Josh McCrowell and Warren D

19

[Series] Designing Dungeons Chapter 4: Creating the Map, by Josh McCrowell and Warren D

20

[Series] Designing Dungeons Chapter 3: Refining the Theme, by Josh McCrowell and Warren D

21

[Series] Designing Dungeons Chapter 2: Brainstorming, by Josh McCrowell and Warren D

22

[Series] Designing Dungeons Chapter 1: Course Overview, by Josh McCrowell and Warren D

23

[Gameable] The Elemental Plane of Plastic, by Zin

24

[Debut] The Garden Below: Rhythm ZerOSR, by Juniper Harper Lark

25

[Debut] Dungeon Scrawler: Dungeon Room Opinions: Mapping at the Table, Part 1 - Prefer Abstract Player Mapping

26

[Series] Dungeon Room Index: Hallways, by Dungeon Scrawler

27

[Series] Dungeon Room Appendix: Secrets, and Hidden Things, by Dungeon Scrawler

28

[Series] Dungeon Room Appendix: Darkness, and Light, by Dungeon Scrawler

29

[Debut] Valeria Loves: Unicorn Meat is a Masterpiece, by Valeria

30

[Series] Goin' Through the Fiend Folio Part 14 (Retriever to Sheet Phantom), by Marsworms

31

[Debut] Fluorite Guillotine: quantum ogre reborn, by Serket

32

[Series] Cataphracts Design Diary 1-4, by Sam Sorensen

33

[Meta] Sam's Three-Question Taxonomy, by Sam Sorensen

34

[Gameable] 1d20 Diegetic Rules, 1d20 Hypo-Diegetic Rules, by Sam Sorensen

35

[Critique] Doing a Cool Move, by Sam Sorensen

36

[Advice] Ten Intangible Tips for Development Editing Your RPG Manuscript, by Sam Sorensen

37

[Meta] The Five Laws of Roleplaying Games, by Peter Eijk

38

[Debut] The Play Reports: Into the Odd - Deluge at Drizzle Distillery, by Kati

39

[Debut] To Be Resolved: Let's Talk About Meat Points, by dadstep

40

[Debut] Birdmilk's RPG Cafe: Fomoria, by Birdmilk

41

[Debut] This Vorpal Coil: The Guilty Pleasure of Rolling for Knowledge, by Rose Skye

42

[Debut] Afraid of Encounters: Gamemasters are Game Designers! by Isaac Is Afraid

43

[Debut] in lowercase: the infrastructure of magical convenience, by Habeeb

44

[Series] Seven-Part Pact: Authority (Part 5), by Dwiz

45

[Series] Seven-Part Pact: Consequences (Part 4), by Dwiz

46

[Series] Seven-Part Pact: Combat (Part 3), by Dwiz

47

[Series] Seven-Part Pact: Companions (Part 2), by Dwiz

48

[Series] Seven-Part Pact: Time (Part 1), by Dwiz

49

[Gameable] Just Use Bears... Or Wolves, Dragons or Spiders, by Lars Huijbregts

50

[Meta] Thinking About Actual Play As Nonfiction, by Jeff Stormer

51

[Theory] Does Super Mario Bros. (1985) Have Rules? by Jay Dragon

52

[Advice] Leonard Cohen's Advice for Novice OSR Referees, by Katt Kirsch

53

[Theory] Everything is pointcrawl! by Exeunt Press

54

[Meta] Faggot Games: An Urgent Warning, by Darling Demon Eclipse

55

[Gameable] Leverage & Rapport: A Simple Social Mechanic, by In A Dream, I Was A Werewolf

56

[Theory] Why I Like Binary Resolution Systems, by Fedmar

57

[Meta] Don't wait to create, don't wait to learn, by Nova

58

[Meta] THE 1E MANIFESTO, by Quinn Morris

59

[Advice] Dungeon Design Note: Obstacles Support Exploration, by Gus L

60

[Theory] Combat As My Balls, by Lizzie Magnolia

61

[Gameable] Scooby Doo as Post Apocalyptic RPG Setting, by Joel Hines

62

[Critique] I Read Spine, by Nova

63

[Advice] Action-Oriented Interaction, by Justin Hamilton

64

[Advice] Look Before You Leap, by Dwiz

65

[Gameable] Castle Claus: The Keep on the North Pole, by W.F. Smith

66

[Theory] Why Orcs? Or, Why Do I Love Orcs? by Lyme

67

[Theory] Making Hacking an OSR Style Problem, by goblin.zone

68

[Theory] The Star-Pattern: a Pitfall of GMing, by Ben Robbins

69

[Gameable] Wilderness Stocking - Expanded, by ktrey

70

[Gameable] A mental inventory for occult horror campaigns: an HPless system, by The Greatest Poster In The World

71

[Meta] Mapping the Blogosphere, by elmcat

72

[Gameable] RANDOM ENCOUNTER TABLES AS ADVENTURE RAM: Adding "Memory" To Encounter Checks, by Warren D

73

[Meta] What is an OSR? by Juniper Harper Lark

74

[Meta] the default dungeon is colonial, by Habeeb

75

[Critique] Monster, Maiden, Madonna, Medusa, by W.F. Smith

76

[Meta] Reviews: What Are They Good For? by Rowan H

77

[Critique] The Combat Conundrum: how violence actually works in mothership, by Evangeline Sorrel

78

[Theory] The Languages of D&D Imply a Specific Setting, by W.F. Smith

79

[Gameable] [HMtW] Using Divination to Generate a Character, by Wayspell

80

[Critique] Playing the Chaplain's Game, by Exeunt Press

81

[Critique] Barkeep on the Borderlands: A Review, by Wayspell

82

[Advice] Got no game: Should your module be system agnostic? by Nova

83

[Gameable] Promises - a Mythic Bastionland House Rule, by Valeria Loves

84

[Critique] The D&D 4th edition renaissance: A look into the history of the edition, its flaws and its merits, by The RPG Gazette

85

[Gameable] Anti-colonial Dungeon, by Afraid of Encounters

86

[Theory] Tumbling Down the Rabbit Hole: The Case for Pitcher Plant Dungeon Entrances, by Martin Orchard

87

[Advice] Pocket-Sized Powder Kegs, by Ty Pitre

88

[Gameable] What do people know about the Mythos?, by Dan D

89

[Theory] The 10 types of special rooms, by TRAIPSE

90

[Advice] make better mind pictures, by Ms. Screwhead

91

[Theory] [An OSR Pattern] One, Two, or Three Exits, by Sam Seer

92

[Series] Books in TTRPGs - Essay 3: A Defense of Reading TTRPGs, by Asa Donald

93

[Series] Books in TTRPGs - Essay 2: How do we talk about TTRPG Books?, by Asa Donald

94

[Series] Books in TTRPGs - Essay 1: Bookplay in TTRPGs, by Asa Donald

95

[Theory] Books [Verb] Play, by Misha F

96

[Gameable] Let's Make a Forest, by Yochai Gal

97

[Critique] How Jennell Jaquays Evolved Dungeon Design, Part 1: Pre-Jaquays Dungeons, by Nickoten

98

[Critique] Review: The White Horse of Lowvale, by Derek B

99

[Critique] Review of Initiative Methods, by Dwiz

100

[Critique] The Isle: The Review (Mostly) - The Glamour Pt. 3, by SandroAD

101

[Critique] Mausritter, Wargame, by Malmuria

102

[Advice] In Praise of Prep, by Josh McCrowell

103

[Meta] A Mask That Eats Into Your Face: Honesty in the Work, by Joel Hines

104

[Meta] The OSR Onion, by Rowan

105

[Gameable] Generating Jaquaysed Dungeons (1.5), by Hitchhiker Dave

106

[Advice] A Lock With No Key: Designing Obstacles for OSR Play, by Derek B

107

[Meta] On Categorization, Rule Buckets, and Diegesis, by dadstep

108

[Series] AD&D Series: Dealing With NPCs Should Be Expensive and Irritating, by Woefully Encysted Creature

109

[Theory] There is a point to Tom Bombadil (or how I approach lore), by Amanda P

110

[Advice] How to Replicate Over/Under, by Valeria Loves

111

[Theory] WHY MEGADUNGEONS? A Campaign Structure for Modern Lives, by Warren D

112

[Advice] How I Do Play by Post, by Yochai Gal

113

[Advice] Don't write Lore, write tables, by David B

114

[Critique] Expressionism in Practice: A Case Study of Triangle Agency, by Seraphim Seraphina

115

[Meta] The Expressionist Games Manifesto, by Jay Dragon

116

[Theory] Baseline Worldbuilding, by Ty Pitre

117

[Theory] Conflict as Motivation and Resolution, by Binary Star

118

[Meta] Close and Distant Playstyles, by Patchwork Paladin

119

[Meta] 6 Bluey Episodes Every Game Designer Should Watch, by Lady Tabletop

120

[Gameable] Stacking The Deck – Mining Fallout: New Vegas for TTRPG Setting Ideas, by Dice Goblin

121

[Critique] Arthurian Mysticism and Violence: a Mythic Bastionland Analysis, by Amanda P

122

[Critique] B1 and Toyetic Dungeon Rooms, by Woefully Encysted Creature

123

[Advice] Just Tell Them What They Need!, by Nate Whittington

124

[Advice] Writing Rooms in Pairs, by Sean McCoy