Tag Archives: advice

Studio Firebase Oats Rakka

Neill Blomkamp isn’t resting on his laurels but is creating some amazing speculative fiction shorts. Both Rakka and Firebase are out now, and each of these provides tons of inspiration for both writers and RPGers. I’m only going to look … Continue reading

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Values and Rewards

I’ve been bugging a couple of other designers about their games, one because he asked me to and one because I’m helping with playtesting. I really like both of these games and I think I see ways they can be … Continue reading

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Centurion Ruminations

A discussion elsewhere has led me to consider choices made in designing Centurion – one of my games that was not inspired by other systems but was wholly independently designed. Centurion: Legionaries of Rome, as its title implies, is a … Continue reading

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Burying Games in a Shallow Grave

I have amassed a fair number of RPG PDFs. Some are free previews and quickstarts. Some are games I have purchased for themselves, some are Kickstarters, some are parts of bundles, and some are from Bundles of Holding. Most of … Continue reading

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Gen Con Tips

I always collect a bunch of tips in my Gen Con posts, but then forget about them by the time Gen Con comes around. Here, I’m going to collect the tips and publish it on the Monday before Gen Con … Continue reading

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GMs Should Not F#$k With Player’s Characters

For the Screenplay playtest group, we had what was intended to be the last game in our High Plains Samurai campaign. Didn’t turn out that way, mostly because of a late start and a couple of extended rules discussions. Turns … Continue reading

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How I Messed Up Nefertiti Overdrive

I posted this earlier on Sword’s Edge, but I think it’s important enough to be posted at both, so here you go: my huge regret regarding Nefertiti Overdrive. Just after I put out the Quickstart rules for Nefertiti Overdrive, I had … Continue reading

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The Warlords Bow to the HardCASE

The times, they are a-changing. My post-apocalyptic game using the Riggers system is no more. I have some ideas on why this has happened. In essence, I don’t believe I managed expectations properly, the style was too great a variation … Continue reading

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Goal-Oriented Sandbox: Kathmandu Campaigning

In the last post, I mentioned how “Centre of the World” was to be a goal-oriented sandbox. That was not the first time I wrote about such a beast. Back on 10 September 2009 I was spooling out a story … Continue reading

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The Goal-Oriented Sandbox

One of the games I’m running right now is something I’m calling “Centre of the World,” because the urban location for the opening of the campaign is supposed to be a city that considers itself just that. I included the … Continue reading

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