The Critical Mass of Bits

Last night I got to be a shotgun-wielding U.S. Marshall fighting bemusedly alongside several samurai and their collective minions against ninjas, ancient ghosts and… tentacles? Much fun was had by all. I finally got a chance to play Shadows Of Brimstone, the excellent dungeon-crawler by Flying Frog Productions. I’d been a fan of theirs forContinue reading “The Critical Mass of Bits”

Targeting An Audience With Design

During development, the temptation is always there. You’ll add an element, then you’ll listen to that one podcast that claims the element is currently out of favor. So you scramble to replace the element (artwork, turn order, take your pick) and you happen across ANOTHER article praising a game with that element.  You panic, andContinue reading “Targeting An Audience With Design”

Balancing the Bias, or…

“Everything is OP to someone, somewhere.” For me, one of the more frustrating aspects of balancing is turn-order balancing. I tend to run into problems (possibly from being too close to the project while designing) where I develop bias in strategy.  I expect that this is common for designers- as we are designing the gameContinue reading “Balancing the Bias, or…”

Day 3: Lady Luck Hates Me, or…

“If I can math out a statistically perfect and balanced game, does the game actually exist at that point?” It’s a weird statement, and something I’m relatively new to. In reference to wargaming, it is effectively the feeling that the game is a pre-determined situation that can only be changed by bad dice rolls, whichContinue reading “Day 3: Lady Luck Hates Me, or…”

Day 2: The Game Is The Thing, or…

“I can’t find a title for this thing that’s clever yet. That’s fine. The title will come.” Yesterday I talked about three games I’ve tried to put together with varying degrees of failure and what I think I learned from those experiences. Today, I’m going to talk about the game that I am working onContinue reading “Day 2: The Game Is The Thing, or…”

Day 1: Reviewing The Past To Plan For The Future, or…

“Did I really try and make yet ANOTHER post-apocalyptic tabletop RPG? Aren’t there about seven million of those?” Step one for me is one that I’m sure has a lot of variance for designers and would-be designers alike. It’s like an origin story (except we don’t get to see Bruce Wayne’s parents die for theContinue reading “Day 1: Reviewing The Past To Plan For The Future, or…”