Darrell Hardy


The Hardest Hard Copy That Ever Copied Hard

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…


Balancing the Game – Part 3

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

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

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

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

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

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

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

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…


Putting the “Story” in “Storyworld” – Part 2

Welcome to the second part of my series on how stories and storyworlds relate to each other. As I previously noted, storyworlds only exist to serve as the backgrounds to the stories set within them. It doesn’t matter how cool your world of dinosaur-riding psychic elves may be if we never get to experience the…