[go: up one dir, main page]

01 Jan 26

Some folks very kindly put up a French version of the blorb principles.

by 2097 1 month ago

16 Jul 25

Matt Leacock just posted his difficulty ideal on BGG.

Design the game such that:
if a group of people appropriately self-selects a well-defined difficulty setting,
that their odds of success will be about 50/50,

by 2097 7 months ago

21 Jun 25

Wonderful Middle Earth hexmap (with links to Antarctica, Moon, and Mars)!

by 2097 8 months ago

12 Apr 25

Kind of love this idea.

I mean, in combination with some gloracular, tier-two–truthy way to get monster stats (including number appearing) if using a system that uses monster stats.

by 2097 10 months ago

23 Aug 24

27 Jul 24

With Wanderer, instead of using the motif table, I’m thinking of using story cubes or tarot cards or oracle cards or even Codenames or Dixit cards. Or scrap paper or even those li’l Japanese cardboard flashcard keyrings. Or writing the motifs in the margin of all the pages (writing some of them several times) and flipping to a random page.

I’m hoping the rest of the game—the themes, the adventures, the episodes, the inspiration structure, the questions—will really fly without the grid-based lookup.

by 2097 1 year ago

21 Jul 24

19 Jul 24

Someone on Fedi told me that this game is inspired by some of my writings (among other influences, I’m sure). Looks like it has a lot of the stuff I love, not just fighting but day-to-day living, crafting, logistics.

by 2097 1 year ago
Tags:

14 Apr 24

Li’l known fact: you don’t have to JOESKY tax if you’ve drank beer or otherwise can’t be arsed! As per last paragraph here.

So fight on, keyboard warriors!

by 2097 1 year ago

25 Mar 24


Dwiz (is that someone from S-G or WRNU? They seemed to have a rock solid grasp on my mighty works) also linked to.

Great! Similar vibes to my own “riss” except I wrote RISS before I became a good writer and it shows.

by 2097 1 year ago


13 Feb 24

God this is so spot on.

So, designers, please find the players everyone else hates. Find them and coerce them into play games with you. Don’t guide them or help them or anything else, let them make the most ridiculous and broken interpretations and then fix them afterwards.

It will make your game and your rules so much stronger.

by 2097 2 years ago

I had a hard time finding Carr’s Critical Recaps but here they are.

by 2097 2 years ago

10 Feb 24

Here is another thread slagging PWL.

To me, the only alternative to PWL is to have the DM serve up a string of encounters that’s one-by-one “balanced” against the party at that level. Meaning that it’s in some way the DM’s fault if the party loses (overly easily wins). It’s a playstyle with some pros and cons.

The fun with PWL is that you can have a more exploratory type of game world where the world is what it is and the monsters in that world are what they are and you run into them or you run from them. It can be set up such that more distant = more dangerous, but monsters are only balanced relative each other, not the party“. That kind of game is my jam. It also has some pros and cons.

Main point is that PWL, or the gist behind PWL, isn’t just all bad, always bad, misguided, 5e-wannabee stuff. There is an actual point to it.

by 2097 2 years ago