Entries tagged "theory"

April 16, 2023 Alternative to Boasts Working on something else, but still unhappy with XP or milestones as normally constructed. There are three criteria for improvement - only the March 23, 2023 Bullet Points vs Prose Because reasons, I’m working on rewrite of Behind Closed Doors. A lot of this involves de-bullet pointing the text. Below I’ve given a side-by-side November 22, 2022 Limited Monsters At the outset of Wolves, I made the decision to limit myself to only using recurring monsters from Volume 2: Monsters &. Whilst there are the April 9, 2022 Making Your Own Sword Imagine a system as a mine. Within this mine is ore. You can dig it up. Imagine your game as a furnace. You can smelt your ore here, and end up with February 6, 2022 Night’s Black(pill) Agents During my ongoing game of Night’s Black Agents (NBA) we had a realisation. One of the player character’s strategies is the ironically termed November 29, 2021 No Rules No Rulings When running Wolves Upon the Coast, a situation arose - the players wanted to train the griffon chicks they had adopted (stolen). There is nothing November 1, 2021 Vernacular Games Nails to whiteboards. Against design, against discussion, towards play. Discuss results. Do not discuss plans. This is not play-testing - this is September 6, 2021 2d20 Bandits On an encounter table, the entry 2d20 Bandits pulls a lot of work. Bandits are human beings. This makes them harder to deal with - when you lean in September 1, 2021 A Theory of Art lest I ever have to try this shit in a tweet again. Artist - someone who, for whatever reason, makes something they or others consider Art. Art - May 3, 2021 Mechanisms as Abstraction Mechanisms abstract the thing they describe or simulate. This can be done to speed up play, or to make something complex more easily grasped. The April 18, 2021 Perfection Trap Date: 04/18/21 There is a common tendency to try and find the ‘best’ way to do things. The best initiative system, the best HP system, the superior March 17, 2021 Against Incentive Incentivising behaviour is bad for your game. Axiom - Most players, most of the time, will take the most optimal option. Incentives create optimal February 22, 2021 The Principles of Thinking Adventures Systems (as in ‘combat system’ not ‘system matters’) offer a trade - your freedom in exchange for something else. This trade is not always in your