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.
You are here
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.
I do not insert my own design, writing, or editing into others' games. I engage with your goals and your aesthetic priorities to help you see your way through the questions or struggles you may have, to provide new information or perspectives, to listen, and to ask the tough questions. Check out any of the posts and videos to see how it goes, and whether you'd like it.
- 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 1000 SEK + VAT (250 SEK) for three sessions.
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.
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.
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.
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.
Three of us gathered to play the newest rev
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.
Here's another discussion of Quella Volta Che, aimed at the nuts and bolts of "what happens" in play, due to player choices and statements. We couldn't have done this without the previous session which focused so intently on content.
Dustin was intrigued by my statements in our first consulting session about character improvement, as well as being suspicious that I would start maundering about relationships as reward enough. I was able to surprise him a little, and the discussion was able to expand quite sensibly into his more general design regarding character death.