Category Archives: Role-Playing Games

Re-opening editorial consultation later this year

In Spring of this year, I’m going to re-open an old service I stopped doing long ago: five-hour editorial review of game texts, with an hour-long video call discussing my findings and suggestions. Information architecture is my day job, and been my life in games for the last decade. I’m hella into unpacking effects of

On Irresistible Mind Control Spells (Really? Really?)

CN: mind control-based self-mutilation (because apparently this is a thing I actually need to rant about, and this is gonna be ranty) Over Thanksgiving, I played in a

Descriptive vs Prescriptive RPG Structures

Today in talking with Phil Vecchione about trying to use Powered by the Apocalypse thinking in Fate, I said Fate has a descriptive structure. PbtA has a prescriptive structure.[1] They don’t just blanket work together. I know, I tried to meld them for years. In Fate, when you want to do something, there’s a fuckton of

Story Tennis: a conversational play-by-chat game

After spending two and a half weeks playing a Fall of Magic game entirely on Facebook Messenger (which was a delight, to play a story game while lounging in a bathrobe), I have a bunch of thoughts on that format. Namely setting aside specific time to play is really great, even though the format can

On Having Game Design Rationales in the Text

Let’s talk today about having game design rationales embedded in game texts. Some of the work I do as a technical writer is communications writing, like emails to customers about upcoming changes or actions they need to take. And some of you cringe at the thought because you know how low a success rate those

The Unknown in Tim Horton’s

Shortly before Gen Con, I decided to ransom some blog posts. I’ve been feeling the urge to blog lately, and you know what they say: don’t do anything