Thursday, May 22, 2014

Thoughful Thursday #23

Geek Social Fallacies
Some time ago, I discovered this link:
http://www.plausiblydeniable.com/opinion/gsf.html
  It was inspiring to me. It is also sad to see people changing the ideals of geeks (truth, fellowship, individualism), into tools to be exploited against other groups of geeks. I invite anyone who reads my blog to visit this post, and think about how you can avoid falling into these pitfalls.

Thursday, May 15, 2014

My Game Chef Entry

Here is the current version of my game:
http://casualgamerscorner.pbworks.com/w/page/80302118/Moment_of_Destiny

The setup is that you play the part of a supernatural monster that is working with/against other supernatural creatures with the destiny of a remote village hanging in the balance.

The game play is thtis:
Deal two Character cards to each player. The combination determines your character.
Players play Scene cards to set the Scene.
The Scene ends by resolving a conflict, each player plays a Resolution card that changes the rules of scene resolution.
The entire game is on cards, let me know what you think!

Thursday, May 08, 2014

Thooughtful Thursday #22

When I discovered lulu.com, it renewed my interest in writing. At that time, I had not designed any new games since 11th grade and I had not written anything since 10th grade. By the time I had finished about 1/3rd of my fantasy novel, my good friend Leroy convinced me that if I designed a new RPG, he and his friends in the RPG publishing industry could help me get it published. I took the setting I had developed for the fantasy novel and re-tooled it into a fantasy RPG. The basic inspiration was to take the mechanics from CP2020 and re-tool it for 2d6 and a fantasy setting. There were some good ideas in it, but it was not enough to get it published by Leroy’s friends. It was then that I was plunged into the bittersweet world of independent publishing. Being able to design whatever game I want is amazing. However, I had never planned on having to market my designs or sell them on my own. Still, I wouldn’t change a thing.

Thursday, May 01, 2014

Thoughtful Thursday #21

The first time I remember seeing mechanics requiring players to spend XPs in order to create magic items was in D&D 3rd edition. It may have existed in D&D 2nd edition (the only version I have not played), but I never saw those mechanics. This idea seems absurd to me. I understand that the intent is to provide game balance. That it prevents PCs from becoming too powerful just because they have spare GPs. However, it also prevented PCs from using magic items to solve problems creatively. Not only that, but the system does not usually provide a profit for creating and selling magic items. How does the Magic item economy sustain itself in this world? It makes no sense to me. I learned to try and balance mechanics versus how much fun it would be, not against how much control it may give or take from any one player.