RPGs and the Hard Parts(tm) of game design

One of the hardest parts of game design would appear to be the interface between characters’ skills and the capabilities of vehicles and other interesting hardware. Whether you’re a mecha pilot, a net-running decker, or a rigger piloting drones into a fight, the question remains “How does my character’s Pilot skill affect its performance?”

Here’s my take on the problem that I’m writing up for Stacks. [Read more →]

current Gaming isn’t really playing games

Well, I’ve decided to try and get everything written that I’ve got for the Stacks system. So, to aid in this process, I’ve re-routed auxillary power to getting the d20/Stacks conversion document finished.

No gaming for Gerall until the rules are no longer /just/ in my head; they have to exist on paper and in electronic format before I again adopt a role and consult dice for randomization. This is the burden I’ve tasked myself with. Considering the alternatives, it should be pretty easy to do. It’ll also get the rules into the hands of others who want to use them for more standard settings.

Who knows? I might even get the chance to *play* in a Stacks game one day!

So, here I am typing frantically into OpenOffice and updating the ‘journal. Isn’t life grand?