It’s been a little while here, but I’ve got a few things on the kettle while I’ve been hiatus. I recently became Associate Editor for Former People: A Journal of Bangs and Whimpers and have some more poetry that’s going to be published next month. But I’ve also released a Tabletop Game tool called “100 … Continue reading Tabletop Product: “100 Demands from a Fey”
Game Design
DESIGN JOURNAL SIDE-TRACK: Notes on Urban RPG scenarios
Since it's been a while since my last post in the design journal I thought I'd post some old unfinished notes I was composing on urban environments for games. While this isn't directly related to my New Lands campaign I've been developing here I thought it might be kind of interesting to throw out as … Continue reading DESIGN JOURNAL SIDE-TRACK: Notes on Urban RPG scenarios
RPG Design Journal #6: Within the City
Previously on this series I started designing a city with a general-to-specific methodology (starting with the big picture and letting that inform the small details). Now I'm going to start moving into some of those details by developing concepts for the specific locations within the city of St. Maluns. When building specific locations within another … Continue reading RPG Design Journal #6: Within the City
Deconstruction, the Player, and the Played pt. 3: Comparisons
Having talked about The Beginner's Guide and The Magic Circle individually, I want to talk about them in conjunction. In many ways these games are synchronous, but also quite disparate. I don't really like being so harsh on The Beginner's Guide, partly because it did move me when I played it. I don't want to criticize games … Continue reading Deconstruction, the Player, and the Played pt. 3: Comparisons
Deconstruction, the Player, and the Played Pt. 2: “The Magic Circle”
[SPOILERS FOR THE MAGIC CIRCLE MAY BE FOUND BELOW!] Last time in this pseudo-series I talked about The Beginner's Guide and how I felt it's personal nature and sincerity worked against it on the whole; it's narration trapping the player into an ambiguity that robs them of a real connection to the game. After playing … Continue reading Deconstruction, the Player, and the Played Pt. 2: “The Magic Circle”
Control in “Black Ops”
I just replayed Call of Duty: Black Ops for the first time in years this week. Actually, it's technically my first time really playing it - I grew up in a home where I didn't have Call of Duty (or really any FPS games for a long time) so I had to eagerly await going … Continue reading Control in “Black Ops”
RPG Design Journal #5: Starting a City…
Moreso than any other environment (with the possible exception of the dungeon) the city dominates all other locales as the prime spot to begin adventures. Whether the players meet in a seedy tavern, the hall of some nobleman, or outside the main gates, the city offers more possibilities - and therefore more adventure - than … Continue reading RPG Design Journal #5: Starting a City…
KOTOR II: Shades of Grey
A few days ago I finished playing Star Wars Knights of the Old Republic II: The Sith Lords for the first time. It was an interesting game, and I greatly enjoyed its story and the way it attempted to deconstruct certain concepts from the Star Wars Universe. Nonetheless, I did take issue with several elements … Continue reading KOTOR II: Shades of Grey
RPG Design Journal #4: Heroes, Villains, and the Morally Ambiguous
Now that we have a very basic history sketched up for our setting, lets add a few inhabitants that the players can learn about and interact with. As I've mentioned before - the strength of a setting's lore is in its interaction. NPCs are useful because they can both impart lore onto players passively (through … Continue reading RPG Design Journal #4: Heroes, Villains, and the Morally Ambiguous
Subtle Characterization in Games
I've been playing Red Hook Studios' Darkest Dungeon for a little over three months now, and while its far from a perfect game, I have come to love playing it. From its gothic visuals, to its growling narrator, to its brutal mechanics, the game masterfully weaves a tone of despair and darkness, while still giving … Continue reading Subtle Characterization in Games