Mental Mechanics
Like pushing a live moose into a trailer house, designing a roleplaying game system is a lot harder than you’d think. You’ve got the antlers… Read More »Mental Mechanics
Like pushing a live moose into a trailer house, designing a roleplaying game system is a lot harder than you’d think. You’ve got the antlers… Read More »Mental Mechanics
Imagine, if you will, a drumroll. An ironic, self-deprecating drumroll because, well, it’s me we’re talking about here — but at the end of the… Read More »Striking back – with your MIND!
Clearly I’m an idiot. Or maybe insane. Or an insane idiot, which means I should probably be running for office. Whatever the case, my obviously… Read More »No Nano, Yes Naga
After finishing off Stephen King’s Dark Tower series last year, I was a equal parts annoyed and thrilled when I heard he had yet still… Read More »Words of the Gunslinger
I don’t write reviews. Not here, at least. What I do write are recommendations. When I see something cool, geeky, and likely to otherwise be… Read More »RPG Prep School
Last week marked the public unveiling of Karthador, the swashbuckling pulp sci-fi roleplaying game I’ve been developing for Reality Blurs (and mentioned a couple times… Read More »Karthador Unveiled
When I looked up, GenCon was over. “You should go,” said the custodian, prodding me gently with his broom. “And take your dice with you.”… Read More »The Gods and Kickstarters of GenCon 2012
I like playing God. Specifically, the parts where God says, “Let there be a planet stuffed with people and plants and animals and giant stompy… Read More »Five Classic World-Building Mistakes
I was recently asked to give a short talk on two of the three subjects I know best: games and writing. (Sadly, no one wants… Read More »Level-up your game – with story!
For the past few weeks, I’ve been working on some new board game designs. It’s been a while since I’ve focused on tabletop games, but… Read More »Tips from the Design Files