Stat Stories in RPGs
Characters in tabletop roleplaying games are often defined by their stats. “Bob’s our tank, since he’s got the highest Stamina score” or “My wallet seems… Read More »Stat Stories in RPGs
Characters in tabletop roleplaying games are often defined by their stats. “Bob’s our tank, since he’s got the highest Stamina score” or “My wallet seems… Read More »Stat Stories in RPGs
I’d been meaning to upgrade my computer for an embarrassingly long time now. Specifically, I needed a new video card. I finally found a good… Read More »Turbines to Speed!
Admit it. You thought last week’s installment of Amber and Stone was the last, didn’t you? “A little abrupt,” you thought, “But still, a satisfying… Read More »The End is Near
Last week, I wrote about finding your game’s atom — that is, the smallest possible element of your game, the mechanic that actually defines your… Read More »Monsters and Molecules
Yes, it’s Friday! When we were young, we celebrated this day as one of drunken excess and building up a reservoir of glee that will,… Read More »Friday Comes in Like a Lamb – With a Sword
I found myself inspired by Sean Preston’s recent post on his Reality Blurs blog. In it, he pondered the viability and appeal of a small,… Read More »Atomic Game Theory
Good morning, class. Your assigned reading for today is the latest installment of Amber and Stone, a pulp fantasy classic feature both swords and sorcery.… Read More »Extra Credit Amber
Famed game designer Jonathan Blow, the brains behind Braid and the upcoming The Witness, raised a few eyebrows this week when he vehemently decried social… Read More »Evil Games?
I know, I know! I promised you swords and sorcery in Amber and Stone, but you’re asking, “Where’s the sorcery, Darrell? Where’s the sorcery?” Fine.… Read More »New Pulp! Now with 60% more sorcery!
Daniel Clark blogged recently on Lostgarden about a proposed “Declaration of Game Designer Independence.” Go read it. It’s short. And the rest of this post… Read More »Design and Declarations