Here’s where you can see my role-playing design consulting, with clients’ permission. Please comment at any post that interests you.
I am available for consulting! 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 play a little bit, to listen, and to ask the tough questions.
Check out any of the posts and videos to see how it goes, and use the Contact link above. If we agree it’s a good fit, then the fee is 1200 SEK + VAT (300 SEK) for three sessions.
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 […]
One of the sessions I played at IndieCON was for Edoardo Cremaschi’s Marks on the Skin (you may remember him from Little Katy’s Tea Party in Consulting). I am wondering whether it is really good for a person to play several Cremaschi and Pettersson games in a short span of time, as each designer quite […]
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, […]
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. I wouldn’t mind seeing plenty of “hey, what about […]
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 […]
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. Well, I’ll repeat what I said here: that when someone is trapped […]
Three of us gathered to play the newest revision of Weighting Rooms on January 21. The players included me (a middle aged English teacher), my daughter Lara (an 18-year-old senior), and Joe (an 18-year-old senior). Our session lasted about 2.5 hours and we had to shut off the game a bit prematurely (due to […]
Weighting Rooms is a character and story building game for 3-6 players that I am currently designing with a group of students, along with some consulting advice from Ron. The basic premise of the game is that the players take on the roles of characters who have died and gone to limbo. They all suffer […]
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. I say “this is a […]