Category: Game design
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Transparency in Communication and in Deals
TL:DR i noticed that you can spend time and money on marketing or transparency in game kickstarters or biz projects.…
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Supernatural Tansparency
I’m running a Kitchen Sink Setting and magic and psionics are usually very hard to balance. One thing that makes…
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Burn! Wait, I’m burned too!
This basically reminded me that I form an opinion completely on egocentric reasoning. I understand its only natural, since we…
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Using PC Gaming lessons in RPG Gaming
Learning from Gabe Newell’s presentation about PC gaming and looking at how it applies to RPGs and the rest of…
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Paper expenses, and RPGs with Trade
TL:DR What’s this relation in Gaming, particularly Trade Games like Traveller or any Game where there is trade and negotiations…
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IMTU to IMSU (In My Sci-Fi Universe)
It was recently I was introduced to the existence of “In My Traveller Universe” Setting Codes. Then there is the…
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“Self Reliance” is a personal philosophy and a game theme
“Albert Einstein – “Never memorize something that you can look up.” Socrates on Writing – “[It] destroys memory [and] weakens…
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My 10 year old RPG thesis
+Alexander Osias in Armchair Gamer happens to have on of the few surviving copies of RPG thesis. Looking back it was…
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What will you pay for?
I pay for most of my game material not because I need it, but because of the effort, creativity, care,…
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Very Flexible Gaming Schedules
I used to mind it if players or the gm can’t make a game… but that’s because of all the…
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Burden of problem solving
One of the things that take time is asking permission. It was in Happy Jacks where I heard of a…
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IMTU existential problems in scifi, jump ghosts
I’m a fan of the prestige and I Iike the dilemma it poses. What if the designers of the jump…
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Game of the Right Question: Gaming Psychology Skill
I can be so annoying. a post in 2007 this is why I’m such a munchkin. One serious critique is…
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Details and Problem Solving
I’m not good with details, I’m just average. the only reason I’m considered “good” is because details are something people…
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Traveller – Merchant Team
The Broker or Merchant Team is a different approach from the Traveller setting as the ship is optional. Instead of…
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Threshold vs Attrition Systems
Hit Points vs Hit Threshold; Fatigue Points vs Fatigue Threshold There is a BIG system difference between the two, but…
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Framing makes you Win!
Framing Framing is so freaking powerful as a life skill but as a Game skill. Framing as a powerful Coping…
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Libreoffice Chapters
Libreoffice Chapters are by Heading 1 (not Heading). So if I want a table of contents or index that is…
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Castle Falkenstien after so many years
Thanks Erich Lichnock, Arj Berenguer, Carl Michael E. Moullard, Rachel, Tobie Abad, and Rocky Sunico for playing; thank you to our GM Tobie for running Castle…
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Dramatic vs Challenging Occasion to Roll
Working on my ORP I’ve made some breakthroughs in definitions, particularly defining Dramatic vs Challenging occassion to roll. Risk and…
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Character Point Inflation
I was going over GURPS martial Arts and comparing martial arts to a mental and complex pursuit. After pulling back…
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System Design Ideals, some guiding principles
Small Sized Character Sheet I want all the key information to fit in half the letter size character sheet. I…
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Open RPG system Update
Going into a little more Detail. Entity Creation this is pretty much a set of rules for creating Economic Entities…
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What is a well rounded character in RL?
A well rounded character has methods that prevent getting killed, because in RL not all battles are to be fought…
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Skill Design – opportunity cost
I was remembering american pie and various other comedies where characters would flaunt their ability to observe undetected, their target…
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Fatigue and Economy of Effort;
Fatigue is not something for every game table. But to simulations its practically ubiquitous in all strategic decision making. Fatigue affects both mind and body,…
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Revisiting Old Systems: fading suns
I realized that I have a good number of game systems and settings under my belt. It helps that we…