A World of Ghost-Punching
The man tightens the rope around my chest. “Are we really extending this metaphor?” he asks. “Just to continue your explanation of Ghost Punchers?” … Read More »A World of Ghost-Punching
The man tightens the rope around my chest. “Are we really extending this metaphor?” he asks. “Just to continue your explanation of Ghost Punchers?” … Read More »A World of Ghost-Punching
The man behind me whispers in my ear. “We have questions, Mr. Hardy, which you will answer, whether your want to or not. And our… Read More »Ghost Punching
When it comes to purely creative endeavors, I’ve got both hands full these days: On the one hand, I’ve been writing up some crazy theories… Read More »The Fractals of Karthador
For the past couple weeks, I’ve been discussing the idea of creating “fractal storyworlds” designed so that you can “zoom in” to reveal new details… Read More »Fractal Storyworld Part 4: What’s the Point?
Previously in our discussion on fractal storyworlds, we defined a world’s premise and nodes, and talked about how you can “zoom in” on a world’s… Read More »Fractal Storyworlds Part 3: Zooming in on Accursed
I admit it: I promised fractals in the title of my previous post, but in the end failed to deliver them. So before diving into… Read More »Fractal Storyworlds Part 2: Know Your Nodes
And… I’m back. For the past week or so, I’ve been focusing my energies with laser-like intensity on wrapping up a new trading card game… Read More »Fractal Storyworlds Part 1: The Power of The Premise
While at Tacticon last weekend, I was lucky enough to help playtest an adventure in a new RPG setting, Dragon Kings, run by its creator… Read More »A World in Decline
After Space City Con and Gen Con, you might think I’d be done running games at conventions for a while, but you’d be wrong. Apparently… Read More »Ice Warriors of Tacticon
Every year, Gen Con fills me with regret. As much as I love the “best four days in gaming,” I’m always left pining for the… Read More »GenCon through the Fractals