Day 97: They Still Think I’m a Cat

Posted on May 10, 2017 By

The suit itches, and it stinks of sweat and other, less pleasant things. Still, it’s all for science, and so I persist. Okay, I’m not really doing cat-science. But I have been buried under several NDAed projects, such as: That one un-announced game design I’ve been forcing all my friends to playtest. That other unannounced…

Mandatory Upgrades

Posted on April 19, 2017 By

I hate buying new computers. Oh, I love shopping for new computers: catching up on all the improvements since I was last in the market, comparing bells and whistles of various makes and brands, and ferreting out those secret spots on the Internet where the best deals are hiding. Fun stuff! I love having a…

Showing and Telling in RPGs

Posted on April 5, 2017 By

It’s true. I’m obsessed with storyworlds and world-building. I’m also a huge fan of tabletop RPGs. And while these things go together like whatever “two things that go together” cliche you like (I prefer “like peanut butter and bananas” myself), mashing them together does raise some challenges. Me: “Hello, gaming friends! I have picked up…

The World of Steel Dragons – Part 4

Posted on March 29, 2017 By

Over the past few weeks, we’ve been looking at the setting, characters, and conflict of Steel Dragons, but if you’ve been muttering to yourself, “Yes, that’s nice, but how does it feel?” then today’s entry is for you! Because today, we’re talking about tone. Steel Dragons is a digital adventure board game about heroes exploring…

Balancing the Game – Part 4

Posted on March 27, 2017 By

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Welcome to the final post in this series, in which we will discuss the TRUE MEANING OF GAME BALANCE. Previously, we talked about defining your game’s resources and common currency, iterating for balance, and listening to playtester feedback. Today we’re going to get a little philosophical and talk about balancing for fun. Remember when I…

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

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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

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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…