In Part 1 of this series, we talked about using a theme and concept to center a game on what players are interested in. Today we will talk about how to use communication strategies–both in-text and in marketing–to link your game to particular player interests. Communication If you make a game that is tremendous and…
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One thing that I constantly struggle with as a tabletop role-playing game designer is making sure that my designs match the interests of the players who will play my games. This requires a process, there’s no magic “players will like this because…” formula that you can plug into game design. The first step of this process is…
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Sidequest #3, eh? Time for some next-level rambling, cause boy do we have a topic fit for that: my projects! See, while completely shitting on other people’s work is rude, completely shitting on your own work is actually a good thing. Being “self-critical”, whatever that means. Whichever way you spin it, if you have nothing…
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With this article, I’m starting an entirely new series on tacking problems in RPGs that aims to explore the ways we can speed up play and make it a smoother user experience by reducing the lag that happens when interpreting roleplay through mechanics. This streamlining process can be applied to everything, both during the session…
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