The Hardest Hard Copy That Ever Copied Hard

Posted on March 24, 2017 By

Pretty much within minutes of me releasing the Ghost Punchers RPG, people have been asking about how to get a physical copy. I get that. PDFs are fine, and even superior to hard copies when it comes to looking stuff up, but there’s something extra-real about having that object — that artifact — in your…


The World of Steel Dragons – Part 3

Posted on March 22, 2017 By

Welcome to the third entry in a series on the storyworld of Steel Dragons! Steel Dragons, as you may recall, is a digital adventure board game I’m designing for Quickcharge Games. Over the past two weeks, we’ve looked at the steam-infused feudal Japanese setting, as well as  the hardy and courageous characters who live there….


Balancing the Game – Part 3

Posted on March 20, 2017 By

Image courtesy of TaxRebate.org.uk

Welcome to the third installment of our math-tastic* series on game balance for tabletop and video games! The first installment is here. The second is here. And the third is… um… below. Playtesters, as I mentioned previously, will have many opinions on your game’s balance. These opinions are essential to the game development process—especially as…


The World of Steel Dragons – Part 2

Posted on March 15, 2017 By

Steel Dragons, as you may recall, is a digital adventure board game I’m designing for Quickcharge Games. The game is set in a steampunk version of feudal Japan, which I’ve already described a bit last week. This week, I’d like to take a closer look at the people who live, work, and seek adventure  in…


Balancing the Game – Part 2

Posted on March 13, 2017 By

Image courtesy of TaxRebate.org.uk

Game balance is part art and part science. Today, we’re tackling the science. Previously, we discussed the three steps to laying the groundwork for game balance. (Go on, read it and come back. It’s pretty short, but pretty important.) In today’s entry, we’re looking at how to build on that groundwork to bring balance to…


Weave a Web of Magic

Posted on March 10, 2017 By

In the Empire of Venom & Silk fantasy storyworld, the world has been been invaded by giant, sentient spiders. Today, thanks to the generosity of my patrons, we’re taking a look at the magic-using spiders known as “spell-spinners” and the spells they spin. Spell-spinners use their webs to create magical effects. Specifically, they arrange their…


The World of Steel Dragons – Part 1

Posted on March 8, 2017 By

As a guy who specializes in creating storyworlds, I’ve found Steel Dragons to be a blast to work on. It’s been a fun challenge to take all the cool stuff that everyone already knows and loves (Samurai! Airships!) and integrate it with new, unique features (Lotus Pearls! Smart-Steel!) to create a world that’s exciting and…


Balancing the Game – Part 1

Posted on March 6, 2017 By

Image courtesy of TaxRebate.org.uk

I hate game balance. I mean, I like when games are balanced—who doesn’t? But I hate doing the balancing. You know the creative rush, the wide-eyed glee of the initial burst game design inspiration? Game balancing is sort of the opposite of that. And so, for those of you who, like me, groan when we…


Just Add Surprise

Posted on February 24, 2017 By

I don’t remember why my daughter and I decided to check out the Amazon original series Just Add Magic, but I remember that I didn’t expect much. It was, after all, a live-action kids’ show (strike one!) with a cast of unknowns (strike two!) and a premise that promised the saccharine “every episode ends with…


Putting the “Story” in “Storyworld” – Part 3

Posted on February 22, 2017 By

Welcome to the third part of my series on how stories and storyworlds relate to each other. We’ve already discussed how storyworlds only exist to serve as backdrops for their stories, and how creating stories can develop new details for their storyworlds. Today I’d like to take a brief look at revealing the storyworld through…