Tag Archives: Kiss My Axe

Updating the Sword’s Edge

So much time with so little said, but that is because I have been working. Honest. With the start of a new course right around the corner, I haven’t wasted the two months I took off from my MA program. … Continue reading

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Someone’s Axe is Getting Kissed

I’ve been running a D&D 5E game with my daughters, and they’ve been enjoying it, but when the dice are not kind, they can get frustrated – my youngest especially. I bought them their own dice at Gen Con, and … Continue reading

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Facing the “Five Destructive Myths”

So, there’s been some discussion about an article entitled “Five Destructive Myths Perpetuated by Roleplaying Games,” and I decided to see how my games stack up against these myths. To be clear: I don’t consider any of these to be … Continue reading

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UGS Design Goals

Last post, I told you a lot about my history as a designer, now let’s talk about my specific design goals for the Untitled Game System (UGS). It is slightly different than for Starship Commandos or A Team of Losers, … Continue reading

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Nefertiti Overdrive: What Becca Taught Me

This is a long post. It’s a section from out of the “How I Play” portion of Nefertiti Overdrive. I’m including the entire section because I think it helps to encapsulate the philosophy I am bringing to this system. If … Continue reading

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Nefertiti Overdrive: Conception

The concept of Nefertiti Overdrive is, in many ways, a continuation of the concept for Kiss My Axe: Thirteen Warriors and an Angel of Death. Kiss My Axe took the historical Viking era and culture, and threw in cinematic action. … Continue reading

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Creating Centurion Adventures: People and Places

So we talked about how I generally come up with the situation in my one-page adventures. In our first playtest for Centurion: Legionaries of Rome (the Kickstarter is funded but help me make at least one stretch goal), I chose … Continue reading

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