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
So I released this silly (but not entirely silly) thing last month with the help of over two dozen friends called Katanas & Trenchcoats, Episode 1: Welcome to Darkest Vancouver.
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
I was talking with a someone yesterday evening about what tabletop roleplaying games to play in order to better understand the hobby. I said I would send them a list of games I think they should play. But I’m just one person with a perspective that, while educated, is still singular. You know what isn’t singular? A