Monthly Archives: November 2010
Three different podcasts had me on over the last week, two of them taken at NeonCon. OgreCave GNU – NeonCon ’10 (Ryan Macklin/Mythender) Allan Sugarbaker and I talk about Mythender, which I ran for him and some other fine folks at NeonCon. We talk for around fifteen minutes about the game and my plans for
Another Emerging Threats Unit post, relating to Research Aspects. Diaspora introduced the idea of scopes in aspects, at least with some meaning. You have Character aspects, Scene aspects, Planet aspects, etc. That’s not new, but what was is the idea that you can only invoke one aspect from each scope. I asked Brad Murray about
Say you’re designing a combat system for a role-playing game. Let me ask you this: is it something that causes complication, fallout, consequences, or anything else that needs to be addressed after the battle? If not, why not? One of the reasons people criticize D&D, either earlier editions or 4/e, for being a combat &
Hey! NeonCon starts tomorrow! I’ll be there! Loads of my friends will be at NeonCon. I’m looking forward to it. If you’re going, you might have noticed how many panel & seminar tracks there are for CreativeU. I’ll be doing two, but I encourage you to look at the whole damned list. It’s filled with
(Occasionally, I’m going to do this thing where I talk about someone y’all should be aware of. These’ll be short, so the verbal felicitating will be kept to a minimum. Here’s the kick-off of that.) I admire the hell out of E. Foley, on Twitter as @geeksdreamgirl. And I think she should be on your radar.
As promised, I’m talking about Research Aspects. Or, really, Research Assessments. I’ve now run Emerging Threats Unit twice, and the second time I solidified some thoughts about how research works in this game, specifically field research. The opening for both games so far has been finding the leg of a first-line responder chewed up, and