I’ve lately come to realize I’m letting distractions rule over me, and they’re—no, I’m—creating a me I’m not happy with either creatively or personally. So for the next four weeks, I’m going to experiment with some life changes. Here’s what they are and why I’m trying them: First, I’m going to pause blogging during that time.
When I see rules like conditions in Mouse Guard and Lady Blackbird, or stress in Smallville/Cortex Plus Drama (which I expounded upon years ago), I see something of strong value: a concrete list of statuses that focus action and play. Then I think about consequences in Fate, and for the most part I enjoy their open-ended
Last month, someone on RPG.net made a thread venting about publishers using layers in PDFs, of how it causes sluggish responsiveness on-screen and problems some lower-memory printers have with them. The actual issue has to do with Live Transparency—essentially, having multiple objects overlaid on one another. Every PDF with a background has this, since the background
I did an experiment in Katanas & Trenchcoats as a way of remodeling flows of conflict: I allowed attacking as a blocking response to attacking, with whoever winning inflicting
Many of us in the semi-technical/creative space of game design chase a dangerous dragon: of trying to be innovative. In my post earlier this week on marketing mistakes, I brought up not using the word “innovative.” That word wounds me when I hear it, all the more so when spoken from my own lips. It’s