The Explorateur: Issue #16
Monthly design jams, critique, theory, and inspiration for tabletop rpg designers by rpg designers. Vetted. Looted. Curated.
Three Ideas on Design
- Never skip the test print. Nothing finds mistakes faster than printing the book. Print your drafts. Pay for the press proofs. Give yourself an opportunity to double check your work at every stage of production.
- A record scratch can be desirable. An imperfection, burr, or oddity in a game's design calls attention to itself and thus the overall experience. To quote the potter, Pete Pinnell, "Sometimes, something that's completely resolved isn't as interesting..."
- Playtest early. Playtest often. Lo-res prototypes keep play focused on fewer parts, and encourage a wider range of feedback. High-res prototypes can pose too many variables, and feel too set-in-stone for players to provide honest feedback.
Explorers' Loot
- Against Dominant Mechanics. Rules form relationships with each other. Some share the spotlight. Some hog it. My latest 1 HP Dragon design notes.
- My 5 Favorite RPG Newsletters. Forget about algorithms. We've got smart, curious people to show us around the best corners of the rpg blogosphere.
- The Bloggies Hall of Fame. Every winner and host in one place. The result is a parade of influential ideas, untapped possibilities, and a slice of rpg history.
Quests & Rumors
Game jams, contests, and opportunities. Drop me a line on Bluesky.
- ⚔️ Bloggies Voting is Coming! Bookmark the official page. The Battle Royale of rpg blogs is about to begin later this month.
- Zinetopia & Zinequest 2026. A month-long celebration where creators share and launch new DIY zines. They're both running this February.
- Old-School Essentials Month. Prepare your spirit for a collab project led by Exalted Funeral and Necrotic Gnome on Backerkit. May 5th – June 6th.
- Shadowdark 8-Bit Game Jam. Take inspiration from classic NES-era games and produce fresh, table-ready Shadowdark content! Ends Feb 12th.
- Nightsong Living World S1. Make something for Fari RPG's upcoming old-school-style game, Nightsong. Build a living world. Jam ends Feb 22nd.
- Fix Your Hearts or Die Jam. Create a game in honor of David Lynch. In other words: make it unflinching and unusual. Jam ends Feb 24th.
- Swyvers Heistable Hovels Jam. Build an entire city one house at a time alongside other Swyvers-like scoundrels. Jam ends Feb 28th.
- Total//Effect//Jam. Binary Star's hosting a jam to celebrate the launch of Null_Space, a sci-fi game with novel mechanics. Jam Feb 16th – April 30th.
- Make Moves Jam. Create or share singular Moves using Powered by the Apocalypse (PbtA) design philosophies. Jam lasts all year. Ends Dec 31st.
Reviews & Critique
Critique and examinations of tabletop rpgs, adventures, and more.
- The Electrum Archive is Prescription Medication by Valeria Loves. "All games are not created equal, but there are innumerable ways to be perfect."
- Deathmatch Island by Old Men Running the World. An in-depth conversation about the design of Deathmatch Island and the future of AGON.
- It's... [The Monty Python Game] by Benign Brown Beast. A play report and review of the Monty Python RPG. It's way more interesting than you think.
- 🎙️ Pollute the Elfen Memory Water by Between Two Cairns. Yochai, Brad, and Sam are joined by Liam Pádraig Ó Cuilleanáin.
- 🎥 We Need to Talk about Goodman Games by Questing Beast. A layout and design comparison of Good Man Games (DCC/MCC/etc.) and Necrotic Gnome (OSE/Dolmenwood/etc.)
- Eating the Book by Orthopraxy. A counter-argument for why Goodman Game's florid presentation works for many GMs because it's prose-like.
- Why not both? by Dungeon Merlin. A counter-counter-argument that posits both approaches are valid while explaining why. (I like this one.)
Exhibits & Best-iary
The spotlight section of the newsletter full of showcases and projects.
- The Winners of the 2025 Gloggies. Goblin Laws of Gaming. A rules-lite, hack-heavy rpg community. They just released their top blog posts of last year.
- Idle Cartulary Awards for Excellence in Elfgames. Friend of the blog, Nova, gives us her top modules, rpgs, pods, and more from last year. Excellent.
- Zinetopia: Reservoir by Cameron Maas. This is the project I'm most excited for on Backerkit's Zinetopia. The cover is disgusting (complimentary).
- 🎥 A Primer on Tabletop Magazines, Zines, and Periodicals by The Weekly Scroll. If you're hungry for writing about rpgs, this video has it.
- 🎥 The Secret Sauce of Italian RPGs by Weird Place. The tabletop games coming out of Italy are different, I read many of them for the Ennies.
- 🎥 Show Me Your Moves by Plus One EXP. A show all about making Powered by the Apocalypse-style moves. This episode features the Bakers.
- 🎥 Puzzle Dungeon Jam Critiques by Directsun. One of the best methods for learning is watching someone else get feedback. This series is that for puzzle-based adventures.
Theory & Craft
Design tools, resources, theory, and advice for rpg designers from rpg designers.
- How to Deliver your Game Copy to a Layout Designer by Graftbound. A lot of projects would be improved by non-layout designers following this article.
- Turning the Dial by New School Revolution. Playing the game is how you understand it. "Playing rules-as-written isn't obedience. It's literacy."
- Elements of a Key Pt. 2 by BAATAG. An interesting look at adventure design through the lens of its consumption—design, prep, and play.
- Designing for Pirate Borg 1/3 by OSR Rocks! "Designing for Pirate Borg (or any game you want to be compatible with) starts with constraints, not freedom."
- How to Not Do Zines Wrong by To Distant Lands. So you want to make an honest-to-god, scrappy, print-at-home zine? Not the polished stuff. Read this.
- The Loot Sicko's Dilemma by Fail Forward. How to have gear and loot in your game without having the rest of the game get buried in said loot.
- Affinity Tables Suck by Fari RPGs. Affinity Studio made tables easier to use—but they're still a pain. Fari teaches a simple workaround using text styles.
- The Five Room Dungeon Expanded by Zackary Ellis. A theory on designing expansive one-shot dungeons with a focus towards replayability.
- Common, Recalled, Obscure by Elmcat. What if you combined "knowledge checks" with DIY & Dragon's Landmark, Hidden, Secret? You get this.
- 🎙️ Designing for GMless Play by Talk of the Table. Brian and Elliot are joined by Nat Mesnard, a game designer and professor, on GMless design.
- 🎥 You Can Turn Photos into Zine Art by Odin's Beard. Not an illustrator? No problem. This Photoshop process is a great technique to start with.
- 🎥 How to Draw a Sci-Fi Building Map by JP Coovert. If you're like me and drawing maps intimidates the hell out of you, check out this friendly video.
Inspiring & Non-roleplaying
Design tools, theory, and inspiration from the world beyond tabletop rpgs.
- 15 Years of Indie Dev in 4 Bits of Advice by Tom Francis. The advice is specifically for video game developers, but has immediate parallels to analog.
- How to Thrive and Survive As a Freelancer by True Grit. An illustrator-focused article with some great wisdom from illustrators and designers.
- Publishing your Work Increases your Luck by Aaron Francis. Every little project you share is like buying a lottery ticket for massive success.
- GalleriesNow. If you're the sort of designer who looks to fine art for inspiration, this website cataloging gallery showings might be for you.
- Don't Be the Best; Be their Favorite by Jay Acunzo. Push through the marketing-feel if it gives you hives: the advice is true. Do what you like.
- 🗄️ Modern Illustration Archive. An archive of illustration from c.1950-1975, shining a spotlight on pioneering illustrators and their work.
- 🗄️ Readymag's Websites of the Year 2025. This year's websites were experimental, boundary-free, and chosen by a specially formed jury.
- 🗄️ Typespiration. Google Font pairings with an emphasis on web. It includes hex codes for color pairings as well. Now all it needs is sizing notes.
Design Archive
Old articles, famous and the overlooked, resurrected from the dead.
- Game Design: When to Be Random by Goblin Punch. The ins and outs of random tables — one of the most misunderstood bits of tech in old-school.
- The ICI Doctrine: Information, Choice, Impact by Bastionland. Essential reading, especially for GMs that run games that focus on problem-solving.
Missed the last issue? Read it here.

This newsletter uses the occasional affiliate link to support Explorers Design. If you notice any broken links, mistakes, or bad actors, please let me know.
Explorers Design is a production of Clayton Notestine. If you liked this issue, please consider liking, sharing, and subscribing.
