Choice Thoughts on Game Design
Games are all about choices. The famous game designer Sid Meier is often quoted (or misquoted, depending on who you ask) as saying, “Good games… Read More »Choice Thoughts on Game Design
Games are all about choices. The famous game designer Sid Meier is often quoted (or misquoted, depending on who you ask) as saying, “Good games… Read More »Choice Thoughts on Game Design
You know what aspect of game design is so boring, no one likes to talk about it? Documentation. You know what aspect of game design… Read More »But Why?
I was going to fill this, the first post of the new year, with predictions and promises and (oh yes we mustn’t forget) solemn reflections… Read More »Jam Hands
Whenever a new book comes out for the Savage Worlds RPG, some of the first things I look for are the new Edges and Hindrances.… Read More »Punching Harder, Harder to Punch
Yesterday I tweeted about what I termed “the creator’s dilemma,” which is this: We need to consume in order to create, but consuming doesn’t pay… Read More »The Creator’s Dilemma
As I’ve mentioned before, I’m not a graphic designer. I can create InDesign styles and lay out a rulebook with the best of them, but… Read More »Sample One-Sheet Card Rules
I’m not a graphic designer, but in the process of putting together game prototypes, I like to play with the tools of graphic designers and… Read More »Prototyping Tip: Laying Out Cards
I had a bit of an epiphany today while pondering narrative design in various types of game. Well, “epiphany” is probably overstating it. Angels didn’t… Read More »Role Reversal
While discussing the Ghost Punchers roleplaying game last week, our discussion of how ghosts fight back against the living delved deep into a rabbit hole… Read More »The Essence of Punching
The time has come. Yes, in today’s installment of “Designing the Ghost Punchers Roleplaying Game with Your Host Darrell,” it’s time to actually start writing… Read More »I’ve Got the (Ghost-Punching) Power!