- Useful Dungeon Descriptors accurately expresses my difficulties with random room contents tables, and takes a clear stance in favor of informed dungeoneering and informative dungeon design. Monstrous Effects on Terrain applies the same ideas to the wilderness.
- Non-Mechanical Difficulty Levels for Monstrous Threats, the post originally linked by Ars Ludi, provides a good explanation of why my players feared wyverns so terribly, as well as a good mental framework for making things scarier then their raw numbers would otherwise indicate (or less scary, I guess, but why would you want to do that? Oh right so elephants aren't CR7 or whatever, and to explain why commoners can safely keep cats as pets). Reminiscent of Traveller's per-species reaction roll tables. This whole schema, and particularly Cohesion, seems perfect for differentiating the otherwise forgettably-similar low-level humanoid species.
- Gameable Campaign Capital provides a useful taxonomy for understanding and perhaps encouraging player investment in exploration-driven campaigns. As a concept, it may help explain the failure of the ACKS game when we introduced new players (too much reference buildup in the world and among the old guard, which held no 'currency' with the new players).
- The whole Dirty Dungeon concept, which Trilemma mentions here and here, is intriguing.
- How Far Can You See on a Hex Map? is useful for the obvious reasons, if fairly easily derivable.
In any case, more fodder for wilderness campaigning and always good to find a vital blog to read. Sort of a breath of fresh air from outside the OSR, really (disclaimer: this is not an attempt to define the OSR, but more a statement that I do not get the impression that Trilemma identifies as Of The OSR). He seems very well-rounded, taking what is worth taking from both storygames and the Old School.