A Game Well-Jammed
As I mentioned previously, this past weekend was the 2015 Global Game Jam. During those madcap 48 hours, I teamed up with Chris Hill, Kit… Read More »A Game Well-Jammed
As I mentioned previously, this past weekend was the 2015 Global Game Jam. During those madcap 48 hours, I teamed up with Chris Hill, Kit… Read More »A Game Well-Jammed
Games are all about choices. The famous game designer Sid Meier is often quoted (or misquoted, depending on who you ask) as saying, “Good games… Read More »Choice Thoughts on Game Design
It’s the baby’s birthday, and he’s crying. He’s often crying, though rarely for very long. He’s a happy child, full of smiles and laughter and… Read More »Happy Birthday, Baby Jax
You know what aspect of game design is so boring, no one likes to talk about it? Documentation. You know what aspect of game design… Read More »But Why?
I was going to fill this, the first post of the new year, with predictions and promises and (oh yes we mustn’t forget) solemn reflections… Read More »Jam Hands
Whenever a new book comes out for the Savage Worlds RPG, some of the first things I look for are the new Edges and Hindrances.… Read More »Punching Harder, Harder to Punch
As you may recall, last week I offered up a collection of one-sheet rules for card games to serve as examples of “what has been… Read More »More One-Sheet Rules
Yesterday I tweeted about what I termed “the creator’s dilemma,” which is this: We need to consume in order to create, but consuming doesn’t pay… Read More »The Creator’s Dilemma
As I’ve mentioned before, I’m not a graphic designer. I can create InDesign styles and lay out a rulebook with the best of them, but… Read More »Sample One-Sheet Card Rules
I’m not a graphic designer, but in the process of putting together game prototypes, I like to play with the tools of graphic designers and… Read More »Prototyping Tip: Laying Out Cards