Hard Mode 60-80 Part 2
Hard Mode 60-80 rule was meant to stress direct agency in a situation. It highlights that some situations we cannot control if we have no direct influence in the matter.…
Read more →Hard Mode 60-80 rule was meant to stress direct agency in a situation. It highlights that some situations we cannot control if we have no direct influence in the matter.…
Read more →The mind doesnt like Uncertainty and playing with this bias can be unique role-playing and system mechanic opportunity I call hard mode 60-80. Basically Hard Mode Rule 60-80. Based on…
Read more →A lot of the adventuring skills mentioned here can be pursued out of fitness sake. As a Gamer the pursuit of these skills also means being informed, inspired, appreciating, and…
Read more →Creating a Life Event Table for Any Game System (of course it can be used in GURPS but it will be usable in D&D and in my ORPG) inspired by…
Read more →Gaming has been influential in giving me a sense of adventure and exploration. It has helped frame much of my life experiences in this way and helped me choose some…
Read more →My petty breakthrough is differentiating professional and technical skills. Which is pretty much: professional is about being able to perform multiple roles within a specialty while technical expertise is superior…
Read more →These notes serve to help the GM or Player think and imagine an organization scaled up or down. When the gamer thinks of organizations he can imagine those up the…
Read more →Zones (in Fate SRD) is a method of handling the location of a scenario or scene. Instead of working with precise details instead we work with abstract details and we try…
Read more →The thesis of this post is that Leadership is made up of a combination of Roles that fall under what is conventionally conceived as “leadership”. A person can perform all,…
Read more →As work also inspires my gaming, I’ve come to see Profession more differently. Market Knowledge Market Cycles. the seasons of the business, when most of its earnings happen and the…
Read more →I’ve come to a better understanding of Pacing, Acts, Scenes and Player Scene after analysing my problem solving techniques, Odyssey – the Complete Guide to Campaign Management, Never Unprepared and having…
Read more →I’m gonna need to print the RPG Design patterns CC book by Whitson John Kirk III PDF out and I’m working on the Txt File for my @Voice Aloud Reader…
Read more →Open Warfare System is an open rp game system designed to run warfare games that would fairly capture logistics and strength of armies from the Ancient Eras to Pre-Gunpowder engagements.…
Read more →Inspired by my affection for CCG, need for more portable gaming in Gaming and Dining in the Philippines, Getting things Done, and my need to keep organized. The Index Card…
Read more →Base Rates are RARE and can be useful to overcome Planning Fallacy and Overconfidence Bias. So why not use the Communities as a way to contribute base rates via crowd…
Read more →The Game Mastering Technique gdoc list is an Open List of Techniques drawing mostly from Storytelling, Rationality, and Productivity studies and strategies. Edit. This link should be automatically viewable. The Success…
Read more →“But the evidence is unequivocal — there is a great deal more luck than skill involved in the achievements of people getting very rich.” – Daniel Khaneman this got me to…
Read more →Thinking Fast and Slow by Daniel Kahneman has been a strong influence in game design of late. Especially since I want to design the game to allow GMs and Player…
Read more →Let me try to break this 5,000 word article to something easier. Note that I’m summarizing and simplifying its still worth checking out. As Game in the Brain – I…
Read more →Don’t you just hate it if you can’t keep track of your Character’s motives, limitations, nuances, biases, etc… Can I try to fix that? You’ve heard of Death by…
Read more →The relationship to Games is the GMing Skill in Framing Affect: The ability to Frame in: Opportunity Seeking vs Loss Aversion. One of my curiosities and fascination is Framing and…
Read more →I’m currently fascinated by the Statement Sized (half letter) and A5 booklet format. One reason is because it is easy to carry even if it gets up to 200 or…
Read more →The Minor Problem Technique is basically the GM thinking up of problems that the player overcomes without having to roll, but with having to make trade offs or detailing what…
Read more →When ever I look at system mechanics I kinda get into the mindset of the designers. I tend to look for how carefully they have considered all the modifiers that…
Read more →As you may know I draw from Airsoft a lot of inspiration for games. One great inspiration is the Equipment Trade-offs. Basically, look at Load Outs as Trade-offs between the…
Read more →Extra Credit has one of the best well written and presented Game Design material. One of my favourite is Tutorials 101. Now in TTRPGs, the question is: How do you…
Read more →I am currently working on several long posts that would take up about 5-10 hours to fully edit and make. My sickness and exercise regiments is going to hamper a…
Read more →I’m moving to failure is OK mindset because of the influence of my work and studies. In GURPS this means the having roughly a success quota of 2 in 3-4…
Read more →The Pareto Principle is the 80:20 Rule. What it means is that there are patterns in our everyday surroundings that occur with the 80:20 ratio. These patterns can be noticed…
Read more →I realized that identifying my own opportunities is the freedom and burden I look for in a game. The freedom to look for other paths, strategies, and to ask different…
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