Renegade Muse
Yes, it’s October. It’s the season of Halloween and spooky, horror-themed… well, everything. But aside from Ghost Punchers (coming soon!), I wasn’t planning on doing… Read More »Renegade Muse
Yes, it’s October. It’s the season of Halloween and spooky, horror-themed… well, everything. But aside from Ghost Punchers (coming soon!), I wasn’t planning on doing… Read More »Renegade Muse
An often overlooked tool in the metaphorical game design tool box is the element of surprise. After all, most people like positive surprises (“You get… Read More »Surprise!
As the days get shorter, the air turns colder, and natural generally transitions into “contemplate your own mortality” mode, I find myself avoiding thoughts of… Read More »The Big Payoff
A friend recently asked about the Doomed Colony board game. “What ever happened with that thing? I liked where you were going with it. It… Read More »Not Dead, Just Sleeping
It’s been a crazy week, and the craziness shows no sign of letting up, so I don’t have time for an in-depth discussion of, say,… Read More »The Ecstacy and Agony of Playtesting
The scene opens on a middle-aged man in a lab coat and glasses, surrounded by blackboards, whiteboards, and those whiteboards that think they’re so special… Read More »Killing in the Name of Gameplay
As I left the grocery store, a mousey woman stopped me. Her three children wriggled around and climbed her legs like kittens. She ignored their… Read More »And Now, the Robots
I finally fought my way free of the Sarlacc pit long enough to do some playtesting on that Robot Drop game I keep muttering on… Read More »Robots Dropped, Rules Changed
Last week I casually brought up that I was working on a new game, and rambled on like a senile old man about its components.… Read More »Dropping by Design
I’m working on a new game. It’s called “Robot Drop” (for now) and, while you might think it sounds like a typical “dudes fighting on… Read More »In Defense of Default