Tracon – There And Back Again
As I mentioned briefly a couple months ago, I was a guest of honor at Tracon9 in Tampere, Finland about a week ago. I was… Read More »Tracon – There And Back Again
As I mentioned briefly a couple months ago, I was a guest of honor at Tracon9 in Tampere, Finland about a week ago. I was… Read More »Tracon – There And Back Again
Last week, we took a look at the Savage Worlds stats for a typical ghost in the Ghost Punchers roleplaying game. This week, I’d like… Read More »Ashley Carpenter, Ghost Puncher
As I’ve mentioned before, I don’t like reinventing the wheel. If a game system already has stats or mechanics for a thing, I’ll generally use… Read More »Fleshing Out Ghosts
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
This “designing roleplaying games” stuff is hard. Not because it’s hard to come up with mechanics for doing what the game needs to do, but… Read More »When Ghosts Punch Back!
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!
As I mentioned when I first brought up designing a Ghost Punchers roleplaying game, I really don’t want to spend time reinventing the wheel. That’s… Read More »A Ghost-Punching Companion
Before diving back into creating the Ghost Punchers roleplaying game, I’d like to take a moment to talk about two different types of RPG game… Read More »The (Game) Mechanics of Ghost Punching
It’s Friday! And you know that means! It means I’ve almost broken my streak of posting a new storyworld each week! Almost, but not quite.… Read More »Storyworld Overview: Teslanauts
Imagine the pressure at bottom of the ocean. The claustrophobia, the isolation, the darkness. The cold. And then imagine the sudden and absolute knowledge that… Read More »Storyworld Overview: Submerged