Michael Iantorno PhD Candidate, Game Designer, and Writer

CategorydMetric

The Rogue, Chivalrous Scoundrel

The Rogue, Chivalrous Scoundrel What is there to say about rogues? Rogues are a pen-and-paper staple. They’ve long been considered one of the four anchors of the roleplaying quadrumvirate, sitting next to the warrior, priest, and fighter since the very first incarnation of Dungeons and Dragons. I’ve yet to encounter a class-based game that doesn’t include some interpretation of the rogue –...

The Sorcerer, Master of Elements

After some dawdling and retooling, we’re finally ready to start posting profiles for each class that will appear in dMetric. Over the coming months, I’ll be posting a new class profile every week. Each update will follow the same basic formula: a personal introduction, a general overview of the class, a short blurb about how the class fits into the campaign setting, and a list of core abilities...

Continental Breakfast

I know I’m not alone in saying that it’s stressful building a new continent. I’m referring to designing fictional worlds of course (although I’m sure doing it in real life would be tricky too). Attempting to give a landmass an organic-looking silhouette is frustrating. One walks the line between creating a shapeless blob and a squiggly jellyfish. And you can’t always cop out and make your island...

Stay Classy, Part II

Last week I went on a long diatribe explaining our decision to include classes in dMetric. However, I didn’t get around to listing the classes themselves. Heinous! So here they are, the meat and potatoes of dMetric’s character advancement system. For every three adventures a character completes, they may advance a single level in a class of their choice. Classes can be mixed and matched in any...

Stay Classy

One of the central decisions we faced when developing dMetric was picking between class and skill based character advancement. As detailed in the primer, we eventually resolved to use classes – a choice that initially felt odd. Not only have classes fallen somewhat out of favour in the current independent game design zeitgeist, but when we initially set out to design dMetric we were adverse to...

dMetric Primer

After much deliberation, we’re pleased to present the first edition of the dMetric primer. This single page document details the core mechanics of the dMetric roleplaying game. Character generation and advancement, basic actions, and combat are broadly explained here. Download dMetric Primer This document is not intended as a definitive work, but rather a jumping point for interested...

Michael Iantorno PhD Candidate, Game Designer, and Writer