Tag Archives: design

Mechanics Informing Spotlights

About a month ago, I wrote about sharing the spotlight among characters in RPGs, why it’s important players get a chance to have a character in the spotlight, and how you can make sure that happens. But since the spotlight … Continue reading

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Angling Away from Saxon Britain

So, D&D happened last night (as I write this). We took up a lot of time getting characters ready. D&D is at its most complex with character choices, especially if you come at the game as a complete novice. Without … 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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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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How Starship is Commandos?

Starship Commandos is very explicitly inspired by the movie Aliens and the novel Starship Troopers. Recently, an individual had a bit of a disconnect between the perceived nature of those intellectual properties and the game. Basically, the interlocutor saw mortal … Continue reading

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This Is How (What) We Do It

After having a fair break with minimal pressure following the success of the Sword’s Edge Kickstarter, with the payments in, project management has started. But that’s not all. There are a bunch of other projects on which I am working, … Continue reading

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