Friday, August 22nd, 2008
I’m talking about the ways-of-interfacing-with-games (1, 2) because I have, on and off, been hacking many existing published storygames that I have enjoyed, but will not always work successfully for me, and sometimes won’t work at all for people I want to play with. This is frustrating because I remember the calls for truly “portable [...]
Games in Progress |
Friday, August 22nd, 2008
Let me talk about some ways to play Dogs in the Vineyard wrong (or right), and why I think someone might be making that choice. (Familiarity with the rules will help.) I think I am trying to describe some of the major disconnects that happen in a certain style of game with different styles of [...]
Ideas |
Wednesday, August 6th, 2008
John, in a possible preface for Geiger Counter, explains why players must be willing to “Push the Button”, sacrificing their character’s goals in the interests of delivering entertainment to the table. I like this a lot, because it describes some of my modes of play, and is a good pointer at the kind of aesthetics-driven [...]
Ideas |