Tag Archives: building stuff

The Sword at the Edge of Wuxia

A good friend of mine (hey JJ!) asked about creating characters from a genre like wuxia using Sword’s Edge. Would one do it mechanically or narratively? Would one use SFX? I didn’t really give an answer, but I’d like to … Continue reading

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Building a Non-Combat Challenge in Sword’s Edge

In the last post, I shared with you some of the thoughts I had about building binary challenges. This and the other recent posts grew from discussions with a friend in the UK, Bruce. Much of this sprung from a … Continue reading

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The Binary Challenge in Sword’s Edge

In the last couple of posts, I’ve written about some of the perceptions and ideas that helped design Sword’s Edge, how I view failure and the purpose of Momentum. Let’s now look at an example of a binary challenge and … Continue reading

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Representing Momentum in Sword’s Edge

In my last post, I tried to illustrate some of the thinking regarding success and failure in Sword’s Edge, and specifically with Momentum. This time, I want to talk about how one can represent that in the narrative. To reiterate, … Continue reading

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Failure in Sword’s Edge: A Consideration

My buddy Bruce in the UK asks the best questions, questions that make me really think about my game and why it does what it does. From those conversations, I’m cribbing some thoughts to share in order to help give … 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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HardCASE

I have kind of penchant for super-powered black ops and spies. Now, I think the absolute best was the short-run by Warren Ellis (big surprise) on Secret Avengers, but I was also a huge fan of John Ostrander’s Suicide Squad … 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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Derailing

There was a post and an article I read recently arguing that RPGs needed less story. You can imagine my surprise. Only what both were arguing was that a story is constricting, it forces railroading as the PCs must conform … Continue reading

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Bunraku Redux

On Sword’s Edge, my blog where I talk about movies and writing and personal stuff, I wrote about the Bunraku effect. In that article, Bunraku refers to a very interesting movie with sets like a stage play, modern costuming and no … Continue reading

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