Browsing All Posts published on »June, 2011«

On the use of scenes in roleplaying games

June 28, 2011


In the comments to my last post, Tim Koppang (designer of the great game Mars Colony) said: …players don’t use scenes as a tool in D&D like they do in, say, My Life With Master. Instead, they have “encounters,” or whatever. And I think that is more than just terminology. It means something different, both […]

Design Tools: Levels of resolution

June 25, 2011


Thanks to Clyde & Judd on Theory From the Closet for kickstarting this post in my mind. In the roleplaying games I’ve played and read, it seems there are 5 distinct levels of resolution. I take them as design tools. Not every game has all of them, though I’d argue that every game would benefit […]

I’m Making Games…

June 22, 2011


At least lately, I am. I picked up Gunner Rex again, the brainchild of Jake Richmond, and a game about fighting with giant Dinosaur Mechs in prehistory. It’s kind of an ambitious design for me, and I quickly got distracted by other things: -A game trying to do My Little Pony: Friendship is Magic justice […]