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 →]