Doomed Update
You know why I’m such a big proponent of taking notes during board game playtests? The biggest reason is that there are always a few… Read More »Doomed Update
You know why I’m such a big proponent of taking notes during board game playtests? The biggest reason is that there are always a few… Read More »Doomed Update
I like to throw out bits of game design wisdom when I can. It’s usually stuff that I’ve picked up through study, painful experience, or… Read More »1d6 Game Design Tips
Spring strode into Colorado, got pelted with a few million snowballs, staggered back, then cautiously sneaked back into the state like a rabbit at a… Read More »Conclave of Swashbucklers and Ghost-punchers
(Being the third entry in a series of posts about the exotic and the mundane in world-building.) The problem with an exotic setting is that… Read More »Exotic Exhaustion
Speaking of exotic and mundane settings… When creating a fantastic new world (i.e., one not based on the ball of mud and angst outside my… Read More »Exotic Expectations
In last night’s Dungeons and Dragons game, I left my heart — and my seventh-level Fighter — in Xen’drik. Xen’drik, for the uninitiated, is a… Read More »The Exotic and the Mundane
I did it! I ran an actual playtest of Doomed Colony with actual playtesters and it actually wasn’t terrible. Oh, it wasn’t great. It wasn’t… Read More »Doomed Playtest
With sweaty palms and a lump in my throat, I’ve scheduled the first Doomed Colony playtest for this week. Will the game be a great… Read More »Doomed Pre-testing
The only thing that separates a ghost puncher from a loony who’s beating at the air shouting, “Take that, you ghost!” is the ability to… Read More »Two-Fisted Mediums
I was prepared for the worst. The colonist counters in Doomed Colony are the worst types of thing to prototype: they have game information on… Read More »Counter Play