Monthly Archives: November 2013

Gamer Candlenights

There’s a common joke in the professional game making community, that you’ll stop playing games once you start making them. And sure, that’s to a degree true, because leisure time turns into design time, and generally the timeline in becoming a designer lines up with the timeline into entering other adult things, like relationships and

Fate Misconceptions and Aspect Spamming

There are a couple things I’ve seen pop up again in the Fate community, which seems to pop up as new people discover Fate. People, you gotta understand two things about Fate: To the people who say “It can do everything!” no, it can’t. Fate has a particular player dynamic and information economy that lends

NPCs and Ad Hoc Skill Modes

One thing I do when I’m running Fate, whether on the fly or planned in any capacity, is abstract the skills for NPCs in evocative ways, much like using skill modes form the Fate Toolkit. This is a simple idea, so a short post today. For instance, instead of figuring out if some has Good

Feeling Like You’re Too Slow

One of the most dissatisfying things about being a creative person surrounded by successful creative people is feeling like you aren’t achieving progress because what you’re gaining isn’t at the same height as what your friends and colleagues have. And it’s something I see and hear all the time from others. The straight dope is

Arrows and Shields of GM Styles

I started watching Marvel’s Agents of S.H.I.E.L.D. when it premiered, and hearing all the comparisons to Arrow caused my curiosity to pique about that show. There are a lot of things you could say on the subject of those two serials set in a world of superheroes; Rob Donoghue recently said some smart things about

Thoughts on User-Friendly Mechanics

As game designers, we have to be careful to not let our own sense of “cleverness” turn into a poor experience for players. Often, we approach this line by making fiddly dice mechanics. When it comes to making games, here’s my philosophy: what’s easy for you to do isn’t inherently easy for everything, especially when