I've been buckling down and doing a lot of writing, and in between juggling a lot of ideas (some old, some new), I hadn't really popped in to discuss what's going on. So here's what's going on! As I rewrite Corona, it occurs to me that I might want to not release it ahead of… Continue reading Sorry for the quiet!
I've put together a simple one-sheet guide and organizational aid for the current iteration of the quest-giving game. Feedback is encouraged!
Metatopia continues to grow both in size and energy. The show was tremendously instructive, as usual, and I'm going to revise the priorities of many of the projects on my agenda currently to reflect the feedback received:During the first Ghosts of Atlantis session, I made a spontaneous change to the rules that went over smashingly,… Continue reading Post-Metatopia development schedule
The message is the medium, Marshall McLuhan said, and for a game design, the format it comes in contributes to how it feels. The days of issuing everything in a boxed set of multiple 64-page booklets were superceded by the single-volume 8.5"x11" hardback running hundreds of pages, and if you look at those games, there… Continue reading October challenge: format as flavor
Which is both a relief and a stressor, because it doesn't look like I'm going to be able to meet my self-imposed challenge. I'll have perhaps four games out of the experience (thanks to an idea I stumbled into a couple of days ago), which is half of what I had set out to do,… Continue reading October Challenge: one week until Metatopia!
Metatopia draws nigh, and so I'm scrambling to get everything into a showable state with less than two weeks to prepare. The October Challenge games aren't on the event schedule, but will be present in very rough form for pick-up play (the quest-giving game will probably see the biggest workout, since it's the most robust… Continue reading General update (October Challenge and more)
The "quantum jumping" game is probably going to be the lightest, most free-form of the ideas discussed so far, primarily because it's so wide open. The real kernel of the system is going to be a currency arrangement whereby character resources can be exchanged with conditions attached. I had a bit of a brainstorm as… Continue reading October Challenge: trading intangibles