Browsing All Posts filed under »Processing Play«

I get interviewed about Kim and Marshall

July 15, 2015

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This happened a while back, but I forgot to put it here. Mostly this is for personal archive purposes. My sometime buddy/guy/friend Jackson Tegu interviewed me about Kim and Marshall. I’m really glad he did; I recently self-deprecatingly described the game as “myopic”, and it’s certainly true that it will never see wide play or […]

Sorcery! Ending Thoughts

October 13, 2014

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I didn’t finish Sorcery!: The Crown of Kings. It began with little cheats: After dying, I wouldn’t erase the items I’d acquired and I’d quickly “play” up until the point where I was last, flipping through the book to make sure I chose the correct paths to keep my items. That’s not even a cheat, […]

A Few Cool Things in Sorcery!

October 10, 2014

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I want to continue to talk about playing through Sorcery! book 4 today. Particularly I want to point out some of the slick stuff it does. Page Rolls Since this is a classical fantasy rpg descendant, the game makes you roll dice (2d6) to do stuff, like killing or sneaking. But since it’s a book, […]

Encounter with a Gamebook

October 9, 2014

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For as long as I can remember I’ve loved books, and games, and things that are contained within themselves that, when opened, are much larger on the inside than the outside. Small wonder, then, that I love roleplaying games, those instructions for playing in another world. Nor should it be a shock that I am […]

GMing for the long (or moderate) haul

October 12, 2011

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Again, no [AD&D and me] post today. It’s not a project that’s dropping, though. The vision is to post something new every Wednesday night, with [AD&D and me] being a continuing series. It won’t be here every week, but it will be here. I’m quite looking forward to writing about it again next week, in […]

On the use of scenes in roleplaying games

June 28, 2011

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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

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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 […]