Friday, July 31, 2009
Game Design as Engineering, not Art
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(from a discussion on RPG Haven) Game design is engineering, not art. I'm not putting a "higher" value on "art" here...
4 comments:
Thursday, July 30, 2009
Chargen and Character Advancement
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Most gamers, when they ask what a system is like, mean "What's the task/conflict resolution system like?" To me, the resolutio...
Wednesday, July 29, 2009
Babies & Bathwater: Tradition and Innovation in Game Design
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I'm a traditional game designer. That means I'm skeptical of new things - it's my job to prevent the baby being tossed out with ...
2 comments:
Tuesday, July 28, 2009
Self-balancing Systems
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My one great love in game rules is a self-balancing system - one which lets you push it if you are willing to pay the price, but it pushes y...
2 comments:
Monday, July 27, 2009
Death Spirals and Life Spirals, and the Importance of Being Stunned
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Death Spiral is the internet RPG shorthand for any mechanic which uses life-status point (HP/Constitution/Life Points/etc.) thresholds to a...
6 comments:
Random Damage as Hit Location
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Here's an abstraction I love. Random Damage as hit location. The higher the damage, the more vital the area hit. The lower the damage, t...
2 comments:
Sunday, July 26, 2009
Abstract Tactics
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That post title... that's like Military Intelligence or Jumbo Shrimp, right? An Oxymoron? Ummmm.... no. I'm really going to talk abo...
5 comments:
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