bits: me and the OSR, Dungeon Design Patterns

Sitting exams is a pain. The fact that I’m 9 years older than my coursemates is kinda depressing. So, I’m not really writing or playing nowadays, just revising. But two gamey thoughts surfaced.

The first one is that I wish I could write what Sham, Robert Conley and Zak S. write, and with their clarity. Despite being quite fluent in English I can’t really write clearly enough at times. And that’s frustrating, as even before thinking about clarity and stile it’s obvious that they manage to come up with way more interesting stuff than I do. And it’s ok to feel that you’re not as good as the finest of a given field, I think. Probably I should stop writing about gaming and start writing and playing games, or write software related to games, or explore ideas about games presentation. Or chill a bit. Having free time would be good.

The second thought is that Sham mentioned some dungeon design patterns in his last post, and that piqued my interest big time and I’m so looking forward to read about them. Design Patterns were introduced by A Pattern Language by Christopher Alexander et al., which describes a set of archetypal repeatable generic solutions (patterns) used many, many times in different civilizations to solve problems related to settlements, such as communal space organization, ventilation, comfort, control, access, relationships, privacy, separation of concerns and so on. And those are problems that we meet also while writing dungeons.