Monthly Archives: June 2015

Dream Riggers

The new game I’m working on has the working title of Riggers, more specifically – for the playtest – Dream Riggers. The system came first and exists to test out a mechanic that interests me. If it works out, the game … Continue reading

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League of Extraordinary Misfits

If you’ve been around here long enough, You’ve probably read about the game with the working title A Team of Pulp Losers. Well, that game is no more, and rising from the ashes is . . . League of Extraordinary … Continue reading

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Give the Players What They Want

As I mentioned, my A Team of Pulp Losers (needs better title) campaign finished last week. It reinforced a lot of my practices and thoughts about GMing – the importance of flexibility; that robust preparation is unnecessary; that players are … Continue reading

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Disappearing Characters

The playtest campaign for A Team of Pulp Losers (needs better name) is complete, and I’m very happy with how the game held up. I ran my home group through a globe (and dimension) trotting adventure finding the lost pieces … Continue reading

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Fallout Noir

Those of you who have been around here a while are aware I’m a big fan of the computer games Fallout 3 and Fallout: New Vegas. Fallout 4 has been announced, and already it is providing inspiration. How is that … Continue reading

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SEP State of Play

Every week I’m trying to get two articles up on the website, but some weeks it’s tougher than others. Tuesdays I generally like to have an advice column while on Thursdays I write about inspiration. This time, instead of providing … Continue reading

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Edge of Inspiration: Bond Contains Multitudes

On Tuesday I wrote about niches and how important I believe them to be. What if you are looking for inspiration for niches from mass media? There you are in for a bit of trouble, because in many cases the … Continue reading

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Protecting Niches

I believe niche protection is as important in simple systems as it is in complex ones. To me, niche protection means that each character has a unique role or purpose in a group, and that this unique role provides the … Continue reading

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Ancient Inspiration and Immortals of Bronze

Immortals of Bronze was an idea that didn’t actually go anywhere. We had one, maybe two games, and then moved on to Nefertiti Overdrive. Over at Sword’s Edge, I reviewed Cities of the Ancient World, a lecture series from the … Continue reading

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High Plains Theft

Todd Crapper, award-winning designer of Killshot, cooked up a pretty sweet mechanic that I encountered in the last playtest for High Plains Samurai/Screenplay. High Plains Samurai is basically kung-fu spaghetti western . . . maybe we could call it japchae … Continue reading

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