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 →]

Ode to Gygax

Gary Gygax passed away yesterday morning due to multiple strokes.

His creative output has changed the life of every gamer you’ve ever met. I’ve met the members of my tribe (my closest circle of friends) all through the outlet of roleplaying games. Old-school, pen-and-paper, dice clattering on the dining room table roleplaying games.

His creations have acted as catalysts for others and their fictional worlds. Entire realms of imagination have been born of gamers and their group storytelling.

Gygax - I raise my beer to your efforts and your work! Thanks for giving us geeks another social outlet, and leaving the playground open for others.

-pax-

Stupor Mundi - fantasy earth in the 13th century

Someone’s put together a “historically accurate game based upon a 13th century Europe where magic really works and astrologers can tell a man’s ultimate destiny.” Using the RuneQuest mechanics from Mongoose (which are on the deadly side of Simulationist), this should be a pretty cool book!

Check out Stupor Mundi.

Did I mention I’m a RuneQuest / BRP junkie? Yeah, it’s bad…