Tricksters and Thieves
Some creative types have celestial muses to inspire their art. I had one, but she took some time to find herself and never came back.… Read More »Tricksters and Thieves
Some creative types have celestial muses to inspire their art. I had one, but she took some time to find herself and never came back.… Read More »Tricksters and Thieves
Inspired by a tweet from the always-thinking Will Hindmarch, I’ve been pondering the role of names in world-building. They’ve got a lot of power. The… Read More »The Power of Names
No words of world-building wisdom today. No pearls of game-design brilliance either. Jaxar the Barbarian was up at 3:30 AM, which meant I was up,… Read More »Time Dilation
In world-building, it’s easy to get caught up in history. After all, the world that we’re building is based on everything that’s come before, and… Read More »Digging in the Dirt
There’s no wrong way to build a world. Oh, there are lots of ways to build a world that is wrong (Why are these rivers… Read More »Feature-Focused World-Building
Update: The dates for the world-building camp have moved from mid-March to late April. I’ve been hinting about it on Facebook and Twitter for a… Read More »Moons of World-Building
What time is it? It’s ghost-punching time! Specifically, it’s time to post a little more Savage Worlds mechanical “crunch” for Ghost Punchers RPG. Since Edges… Read More »More Punching More Crunching
Yes, I’ve said it before, at least twice–though I meant it those times too–but it’s time I buckled down and taught myself to use Unity… Read More »Baby-stepping into Unity
While chatting with some other game-making types a while back, I made a bold statement about game design. A good game designer (I proclaimed) needs… Read More »Two Sides of Game Design
Last month, I wrote about choices in games, and how they should be meaningful, informed, and limited. (It’s short. Go on and read it if… Read More »Magical Choices