KidCon 2013
You know how you get a song stuck in your head, and you just can’t shake it no matter how many times you slam your… Read More »KidCon 2013
You know how you get a song stuck in your head, and you just can’t shake it no matter how many times you slam your… Read More »KidCon 2013
It’s halfway through the month and it occurs to me that I still haven’t started my One Game a Month entry for April. (I’m not… Read More »Twine Flu
Today I’ll be wrapping up this series of posts on creating stories for storyworlds with a few notes on consistency. (And I’ll not even mention… Read More »Planting Story Seeds part 3: Consistency
In part 1 of this series on creating stories for storyworlds, I wrote about choosing the right combination of story and platform. Today I’d like… Read More »Planting Story Seeds Part 2: Windows
I won’t tell you how to tell a story. Oh, I could, but there are thousands of books, websites, and street-corner literary professors who can… Read More »Planting Story Seeds Part 1: Platforms
As I continue to hack my way through the storyworld jungle, dual-wielding the Machete of Words and the Weedwhacker of Theory, it occurs to me… Read More »The World to Come
Remember when I promised to finish one game a month? Okay, I promised to try to finish a game a month? And then I failed?… Read More »Accepting Success
Storyworlds without conflict are beyond boring. They’re empty and pointless, like decaffeinated coffee or alcohol-free beer. I’ve mentioned this before, but I’d like to take… Read More »Three Parts of Conflict
Back when we were all much younger, I wrote that storyworlds don’t need specific characters, but should focus on character archetypes instead. This might may… Read More »Characters vs. Archetypes: Round One!
As I mentioned previously, storyworlds are partially defined by their settings. But what, you may ask, goes into making a good setting? Conveniently, I answer,… Read More »Pictures Tell Stories