During one of my consulting sessions, I told Ron one of my major design concerns regarding my current project is the concept of interdependence: it’s a game about a group of people fighting things that should be well beyond the possibilities of the common human being. How do they do this? I want one of the…
Here’s the second session with Justin Nichols as I test my current notions of a Design Curriculum upon him. Last time, we talked about the desireable “reward” cycle of excitement, engagement with the procedures, and inspiration. This time it’s about a particular structural rubric you can find attached to this post. The rubric itself carries…
I like those diagrams so much that I feel lonely about it, and I was getting so irritated with being too personally talky during labs. that I was pleased to find the solution to both. “Bring your own,” I said, and led a little curriculum through making them. And finally that meant the insights from…
That’s four role-playing games, from 1984, 1998, 2003, and 2012. Each one is strikingly different from other games of its respective publishing era – at the very least interesting and ambitious, and in my view, worth a lot more than “at the very least.” Some of the points in the discussion include why each one…