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Consulting

CONSULTING

Here's where I post about my current role-playing game design consulting, with the permission of the clients. Sometimes it's a text piece, sometimes it's video or audio. Sometimes it's a discussion, and sometimes it's a playtesting session. Check out the Testimony and What I Do items below to see what it's about.

  • If you want to become a client, please click on the "Come into the Lab" link to contact me for initial discussion.
  • If we agree it's a good fit, then the fee is $100 (~925 SEK; ~90 Euro) for three sessions.

 

I've moved into playtesting for Levied Souls, with the help of friends at Spelens Hus. It's a long-term project with plans for multiple sessions, and so this first session was for character creation. By player request, it's also audio only, athough I have set it up as a video for helpful captioning and occasional textual comments.

Posted by: Ron Edwards
22 Oct 2019
Games: Levied Souls
3 comments

Patrons will recognize Zac Porcu as the instigator and interlocutor in the huge discourse on role-playing that made available to them a few years ago, and viewers here may recall the Sorcerer Musik game that he and Jann played in. He and Jann are now working on a role-plyaing game composed of easily-used cards transported in a small, nice-looking box.

Posted by: Ron Edwards
22 Oct 2019
2 comments

Here's one of my favorite things: consulting with someone I didn't know about a project I didn't know about. Jeff McNeil has been working on his game Levied Souls for some time, and it's beaten into pretty much manuscript phase, just shy of actual layout. I've learned that this is not my favorite phase to consult.

Posted by: Ron Edwards
20 Sep 2019
Games: Levied Souls
4 comments

Psychopomp is another of the many initial/proto game designs that Justin is musing over and playtesting, and he wanted to make sure it got into the scorching too. I had to think pretty hard about how to go into it, because it fits so strongly into a particular aesthetic and an existing set of variables, that I couldn't see any way to address it "on its own." So I took a risk, setting the whole conversation as a series of comparisons with existing games.

Posted by: Ron Edwards
03 Mar 2019
0 comments

I rarely get the chance to dig right into one of my most favored and preferred role-playing mechanics, the dice pool. Notwithstanding that I have yet to discover a reasonable description of what any such thing is, meaning, in a defining sense, applicable to various versions.

Posted by: Ron Edwards
19 Feb 2019
0 comments

Justin and I shifted over to one of his other designs in progress, Origin, which has a nice values-based resolution idea and lends itself to "but that wouldn't be right" play among superheroes.

Part 1 (embedded below) goes right into my critique of one of his values-axes, i.e. a polarized spectrum, to address the perceived many/few or Trolley question as it applies to superhero stories.

Posted by: Ron Edwards
09 Feb 2019
Games: Origin
0 comments

You’ll see a mention in the video as well as in the comments to one of Robbie’s playtesting posts that I am staying a little hands-off with the Weighting Rooms consulting, which may seem like a “but isn’t getting hands-on the point” question.

Posted by: Ron Edwards
30 Jan 2019
0 comments

Three of us gathered to play the newest rev

Posted by: robowist
23 Jan 2019
0 comments

Weighting Rooms

Posted by: robowist
31 Dec 2018
1 comment

This has been a great consulting experience. Watch the way Dustin considers what I say about using the overall game/realm conflict as the rating for the power for replacement characters, internalizes it, but then completely makes it his own (and much better) by using the adversary's current "win" score instead.

Posted by: Ron Edwards
17 Dec 2018
Games: Heroic Dark
0 comments

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