Notes from the workshop

Dev logs, design notes, world-building, and the occasional postmortem for something I was certain about that turned out to be wrong in an instructive way. These get written at odd hours, because that is when the thinking arrives and it has never once consulted the calendar.

Some of it is architecture. Some of it is a rules problem I chewed on for three weeks and then solved in a single sentence, which is its own particular humiliation. Most of it is me working out what I think by writing it down somewhere a person can see it and tell me I have it backwards.

Build a thing too tight and nobody else can get their hands into it. Build it too loose and it comes apart the first time somebody leans their weight on it. The whole job is the middle, and I get the middle wrong in public, here, about once a month.

I am still looking for someone who knows how to build a community — the one part of this I genuinely cannot do by myself.

October 21, 2026

Why a Tag-Based GM Protocol

The AI GM speaks in 24 typed directives, and that number is small for a reason that has nothing to do with the AI. It's what a self-similar ruleset does to the software built on top of it.

architectureai-gmdesignrules
October 14, 2026

Beyond the Dark Continent

Designing the Southern Realms meant confronting a century of fantasy Africa done badly, and writing down real rules for not doing that.

worldbuildingdesignphilosophy
October 7, 2026

Same Law, Different Grammar

The card-based scene generator isn't a random-encounter table with better art. The same structure changes genre at every border — and the setting has noticed.

worldbuildingdesignphilosophy
September 30, 2026

The People's Die, or: What a Joke Variant Taught Me About My Own Dice

I lost an argument about dice accessibility on principle while winning it on facts, wrote a d6 conversion as a bit, and then ran the numbers and found something that changed how I think about converting any system.

designrulesaccessibilitycommunitymath
September 23, 2026

The Ninth Taboo

Why every region in the Amaranthine Core counts to eight and fears a ninth — and why the fear only gets deeper the closer you look, never clearer.

worldbuildingdesignlore
September 16, 2026

The Same World, Six Different Stories

How Fate's Edge lets a campaign cross a border and change genre entirely, without ever changing games.

worldbuildingdesignphilosophy
September 9, 2026

Failure Is Fuel, Not a Dead End

Why a Miss in Fate's Edge isn't a wasted roll — and why Story Beats exist to make the GM escalate instead of punish.

designrulesphilosophy
September 7, 2026

Two More Seats at the Table

The AI GM can now sit down as a player, or as a rules reference that knows nothing about the adventure. The interesting problem wasn't teaching it to play — it was deciding what each half of it is allowed to see.

ai-gmarchitecturedesigndev-log
September 2, 2026

The Real Game

Strip away the VTT, the AI GM, and the app, and what's left is dice, a deck of cards, and some friends. That's not a compromise — that's the point.

philosophydesignworldbuilding
August 28, 2026

Choose Your Modality

Fate's Edge is a game, not an app. The rules, campaign state, and adventure data are the foundation — the interface is your choice.

philosophyarchitectureannouncement
August 26, 2026

The Guides Are Books Now, and You Can Sell What You Build on Top

The GM Guide and Player's Guide read as single books instead of scattered pages, and there's now an explicit commercial license for community creators.

announcementcommunity-contentdocs
August 26, 2026

No Money, Just Fun

Why Fate's Edge is self-hosted, simple to learn, and built to outlive its own website — and its author.

philosophyannouncementmeta
August 25, 2026

A Gift, Not a Gate

Why Fate's Edge is open source, self-hostable, and free — and what that actually means, license by license.

announcementphilosophyopen-source