D&D Starter and Essentials, a lot more work for my Target audience.
Bought the D&D Starter Edition and the Essentials Toolkit. My son is too young at 8, Turning 9 early next year. Kids (below the target age of the material) need…
Read more →Bought the D&D Starter Edition and the Essentials Toolkit. My son is too young at 8, Turning 9 early next year. Kids (below the target age of the material) need…
Read more →Status and Wealth in TRPGs give a framework about seeing Social Issues in Action. Especially when the setting is NEAR modern. Of course it helps to have a LOT of…
Read more →Seeing Cyberpunk 2077 and Cyberpunk 2020 it makes me wonder why it isnt an acceptable model to Rewrite a Scifi Setting every 3-5 years updated to consider all the new…
Read more →There is a concept of Touch Time in Lean Six Sigma time and Motion Studies (Aka processing time). Its brilliant and simple way of measuring waste. Its basically the actual time the…
Read more →I’ve been ask to review an RPG and I realized that this Criteria I have is worth publishing for feedback. All review is subject to the Bias of the Individual…
Read more →I’ve discussed Index Cards as a key tool for RPGs before. I’ve not had the inspiration or the framework to make a fairly complete system until I saw +Matthew Isom‘s post…
Read more →*That TRPGs moving to a shorter feedbackloop with the community through using best practices in Operations Sciences would create more powerful tools and newer better value services and material in…
Read more →So I’m preoccupied in updating my Game Mastering Skills and Heuristics Document. I found this so much easier to update than blog posts because blog posts have an expectation to…
Read more →So I’ve updated my GMing Techniques Document and differentiated it from my TRPG playing skill document. Basically the GMTD is the skill (or the Tricks) unraveled and explained. While the TRPG…
Read more →Skill or Mental Models as Brain apps The thing about Load Bearing Gear, Logistics, and any Mental Model is that its kinda a skill when it comes to TRPGs. By skill…
Read more →Finding out how we game as objectively and precisely as possible would mean a lot of self reflection, note-taking, and feedback from your players or Gms. This is my notes…
Read more →With Pokemon GO all the rage its become clear that Augmented Reality Games will be the trend to look forward to. For Us TRPGers that means the possibility of more…
Read more →what one carries with them is a bit of a fascination. I’m pretty cluttered and want to declutter but there are things that I carry with me which have a…
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 →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 →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 →Continued from Running GURPS more narratively Part 2 A more elegant approach to complexity This makes it more elegant to me: the GM and players ideate, negotiate, narrate and roleplay their 2-5…
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 →Quick Review from Running GURPS more Narratively One Roll per Player Scene Non-Binary Consequences (NBC) Success at a Cost Task Difficulty Modifier (TDM) Agent Basic Abstract Difficulty (BAD) vs Agent vs…
Read more →If you want to have less rolls, or probably no rolls as a GM in GURPS here are my notes. One roll per Player Scene. This is the design principle…
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 →Here are some mental models and notes of my progress. I know if I keep needling in useless details my progress will be stalled. 11C is the default. (if you follow the…
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 →In historical settings, where status matters more, it just highlights the adaptability and agency of the character by how they work limitations and challenges. It also informs on their identity,…
Read more →Things you can only do with an Open SRD Type System: Splitting up Booklets so that its modular and can be printed as needed for Convention or Escallating Player skill.…
Read more →The occasion to roll is one of those ambiguous elements in TRPGs. I recently thought about some Project Management techniques in a different way that lead me to having more…
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…
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