DAD Design & Worldbuilding Articles
External Substack essays on DAD design, fantasy society, old-school assumptions, worldbuilding pressure, and campaign-scale practical problems.
Independent Publisher Catalog
Roleplaying Games, Fiction, Myth, War, and Steel
The Family RPG System
Fantasy RPG design essays, old-school procedure, and table-facing notes for DAD and The Family RPG System.
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External Substack essays on DAD design, fantasy society, old-school assumptions, worldbuilding pressure, and campaign-scale practical problems.
A DAD design article about menu-first character construction, splatbook option culture, system mastery, and why world-first play preserves broader player agency.
A fantasy worldbuilding article about population, capital cities, magic, logistics, and the hub-and-spoke model of premodern kingdoms.
A grouped series of DAD worldbuilding essays about creating believable fantasy societies from sacred beliefs, institutions, moral order, and inherited culture.
Part one of a worldbuilding series arguing that believable cultures begin with sacred beliefs, moral order, divine reality, authority, death, and the people’s place in the cosmos.
Part two of the Culture Begins with the Sacred series, continuing the method for building fantasy societies from theology, sacred history, institutions, and social order.
Part three of the Culture Begins with the Sacred series, focused on why geography and maps are not enough to create a culture without belief, sacred order, and institutions.
A grouped series of DAD worldbuilding essays about magical infrastructure, civic authority, maintenance, sanitation, roads, ports, fortifications, and campaign consequences.
Part one of the Wizards of Public Works series, explaining why magic changes the amount of labor in civil engineering but does not replace surveying, design, maintenance, authority, or knowledge.
Part two of the Wizards of Public Works series, focused on roads, waterways, construction sequence, infrastructure design, and the practical limits of magical civil engineering.
Part three of the Wizards of Public Works series, covering waterworks, urban infrastructure, ports, fortifications, and how magical power interacts with civic systems.
Part four of the Wizards of Public Works series, examining power, law, maintenance, obligations, institutional control, and how public works fail when systems break down.
Part five of the Wizards of Public Works series, connecting magical infrastructure to civilization, campaign consequences, domain play, ruins, and long-term setting history.
An addendum to Wizards of Public Works about lost knowledge, declining magical infrastructure, broken chains of craft and authority, and why later societies may inherit works they cannot reproduce.
An addendum to Wizards of Public Works focused on practical magic for sanitation, environmental protection, waste, water, and the civic problems that fantasy settlements must still solve.
A DAD design article from Gorgon’s Grimoire discussing coin marks, bullion marks, fraud, and the practical handling of money in fantasy campaign play.
A DAD design article from Gorgon’s Grimoire discussing balance, risk, role, and old-school play assumptions.
Uses hard-currency economics to explain why fantasy banking would remain local rather than central-bank driven, and why that reinforces a focused twenty-mile adventuring radius.
Looks at hard currency, dungeon gold, and fantasy campaign economics without treating treasure like modern fiat money.
Frames playable worldbuilding as constraint, history, map logic, and consequences at the table.
Explains why a twenty-mile campaign radius gives travel, community, and player decisions useful pressure.
Argues that traps work when their logic fits builders, access, maintenance, and dungeon purpose.
Examines Second Edition’s design lineage through Gygax’s blueprint and David “Zeb” Cook’s execution.
Looks at humans, ambition, advancement, and why human characters matter in fantasy roleplaying.
Errata notice for the omitted complete list of permitted multi-class combinations in the Multi-Class rules section.
Discusses DAD’s approach to character actions beyond narrow powers, class features, or permission lists.
Defines classes as durable social and practical roles, with kits adding narrower campaign identity.
Treats adventuring as organized expeditions rather than isolated rooms and disconnected challenges.
Looks at law, ruin claims, ownership, and why dungeons exist where authority breaks down.
Formal errata notice for the Deck of Unbridled Destiny.
Explores adventuring as a known occupation in unstable fantasy worlds.
Discusses True Neutral, druids, balance, and alignment meaning in DAD’s fantasy framework.
Discusses the design principles behind The Family RPG System and its relationship to cleanroom fantasy design.