Posthuman Pathways (2014) was the second game published by Genesis of Legend Publishing. It’s a game about how technology changes us for good and for ill. It explores the question of what we will sacrifice in the name of progress. You play three different characters whose intertwining stories explore different facets of the alienating world. […]|
Announcement Genesis of Legend Publishing Inc. (Ottawa, Canada) and Sword Queen Games (Manilla, Philippines) will be co-publishing their new science fiction-roleplaying game. ONCE MORE INTO THE VOID is inspired by the TV show Star Trek: Picard, and the video game Mass Effect 2. One of the players is a Captain who must make amends, face […]|
The United States of America is currently suffering from an unprecedented series of police riots, where countless children, elderly citizens, journalists, legislators, and medical professionals have been gravely harmed. We condemn all such acts of violence perpetrated by individuals and organizations who have betrayed their oath to serve and protect. Genesis of Legend strongly supports […]|
Back in 2017, we introduced Sig: Manual of the Primes. This cosmopolitan planar fantasy roleplaying game has been well appreciated over the years as people have used it to tell stories of family, faith, and faction politics. This colourful, hardcover book has been so well received that we couldn’t leave it alone. That’s why in […]|
In the spring of 2019, we released a survey to collect information from a variety of publishers. We had a remarkable response rate, gathering information on 71 unique products from 47 unique publishers. This Survey has given us a remarkable wealth of information and it’s taken months to work through the analysis of the broad […]|
Roleplaying games are marvellous tools for fostering empathy. As a medium, our games demand that participants take on alternative perspectives and personalities. By playing in a game in the role of a refugee of a galactic war, you might reflect upon how you would react to the loss of your home or adaptation to a […]|
Whenever I run workshops to teach new tabletop game designers, I produce a set of worksheets to help them explore their ideas. The latest iteration of these sheets are now ready for people to use and enjoy.|
It’s difficult to make wise decisions without robust data, and our goal was to try to share some practical information about production costs for tabletop roleplaying games. This survey is intended to get a comprehensive picture of the production costs for analogue tabletop RPGs to help inform publishers on how to budget for their games. […]|
Christo Meid 7 May 2017 Loss of language and assimilation? https://waypoint.vice.com/en_us/article/playing-the-birth-and-death-of-language-in-dialectI know this didn’t come up in the game I played of Circles of Power at Dreamation, but this piece by Alex Roberts got me thinking about assimilation of cultures by another and how that might play out in Circles of Power. It could be […]|
+Mark Diaz Truman raised an excellent point with regards to the role of the setting for Circles of Power. The apprentice edition was very intentionally designed with a relatively bland, fill-in fantasy setting in the form of the Steel Throne. I wanted people to provide feedback on the broader structure (mechanical moves, communities, etc), rather […]|
Breakout Playtest Feedback I ran two excellent playtest sessions of Circles of Power over at Breakout 2017. While the hour is late, I wanted to capture the most salient points and share them with the community. Session 1 consisted of a group of the Wise who struggled against the ever-hungry Giants. The Burdened Community was […]|
After the War is science-fiction horror roleplaying game, set on the frontier world of Polvo in the aftermath of a galactic conflict. This is a game about people who lost their homes and their families in the war and have come together to rebuild their lives on this rough, frontier world. It’s about diverse communities […]|
We just released our first major public announcement for Fate of the Galaxy, and we are blown away by the enthusiasm fresh out the gate. One of the key aspects of the game is that we are trying very intentionally to design the game with a focus on inclusion, and we need your help. […]|
February is a cold and dark time, with our eyes eagerly searching out the sun. It’s time to look to the future. Inspiration and art, from fresh faces and bold voices, will drive us forward into the New Year. For the month of February, we want to spread these stories. We want you to publicly […]|
This was originally prepared using Storify. Six months later, that company announced that the Storify platform was being discontinued, so I salvaged it on my blog for future use. Sorry for any formatting bugs! RPG Design Curation – Likes for Wisdom RPG designers share tweet-sized insights into game design and publishing. Memes are relatively common […]|
Hello to all listeners of the #RPGDesignPanelcast! To date, I have been hosting this podcast on my website, which has worked well for years. Unfortunately, it’s using an in increasing amount of server resources and it’s interfering with the website itself working as intended! To that end, I have just migrated the website over to […]|
There is only one true city; a place of multiversal trade, cultural exchange, and mixed blood. A place where monsters come to scheme and gods come to die. Sig is the nexus of the multiverse. It’s a city connected to everywhere, a refuge for the oppressed and a prize for tyrants. It’s a place where […]|
Small Things Designed by Lynne Hardy and Published by Pelgrane Press as part of the 7 Wonders Anthology Available at the Pelgrane Press site. Pelgrane Press has recently published a fantastic anthology of story games, titled “Seven Wonders”. I will be preparing short reviews of all seven games within the book as part of my “Indie […]|
Acceptable Losses Designed by Tova Näslund and Published by Pelgrane Press as part of the 7 Wonders Anthology Available at the Pelgrane Press site. Pelgrane Press has recently published a fantastic anthology of story games, titled “Seven Wonders”. I will be preparing short reviews of all seven games within the book as part of my […]|
Heroes of the Hearth Designed by Stiainín Jackson and Published by Pelgrane Press as part of the 7 Wonders Anthology Available at the Pelgrane Press site. Pelgrane Press has recently published a fantastic anthology of story games, titled “Seven Wonders”. I will be preparing short reviews of all seven games within the book as part […]|
Rise and Fall Designed by Elizabeth Lovegrove and Published by Pelgrane Press as part of the 7 Wonders Anthology Available at the Pelgrane Press site. Pelgrane Press has recently published a fantastic anthology of story games, titled “Seven Wonders”. I will be preparing short reviews of all seven games within the book as part of […]|
When the Dark is Gone Designed by Becky Annison and Published by Pelgrane Press as part of the 7 Wonders Anthology Available at the Pelgrane Press site. Pelgrane Press has recently published a fantastic anthology of story games, titled “Seven Wonders”. I will be preparing short reviews of all seven games within the book as part […]|
Since I released my video on RPG layout , I have gotten a number of comments and subscriber who were interested in more resources. Since I am currently in the midst of procrastinating prior to GenCon 2016, I thought I would pull together a quick Scribus template for that other people could use to get started. […]|
Every game comes from somewhere; from personal experience, to intellectual puzzles, to something inbetween. Each designer is naturally faced with a question of which element to use as the foundation for their games. This blog post explores three different approaches, with the strengths and weaknesses I have seen in them. These approaches are: Stalagmite Design: […]|
As many of you are likely aware, there is currently a massive wildfire that is devastating the city of Fort McMurray, in Northern Alberta, Canada. The first fire advisories went out on Sunday, and by Wednesday it had incinerated most of the city. http://www.cbc.ca/news/technology/alberta-wildfire-science-background-1.3565932 It’s a complex situation, but it boils down to “Uncontrolled fire […]|
I have a tradition of running RPG design workshops in my local community, either at local gaming conventions or as part of Game Chef. It’s always a great time, but I often feel a need for more robust tools to help new game designers. That’s why I prepared the RPG Design Overview Sheet The basic principle […]|
The Price of Publishing The independent roleplaying game scene is fantastically accessible, relative to other forms of game publishing. One of the challenges for a new game publisher is in determining an initial budget for their projects. I’m here to help you with some advice on how to allocate your scare resources. Before we get […]|
This fantastic interview was originally posted by Brie Sheldon over at http://www.briecs.com/ Check it out! Five or So Questions with Jason Pitre on Sig! Today I have an interview with Jason Pitre about Sig, his new expansion for his previously released game, Spark. It’s currently on Kickstarter! Tell me about Sig. What excites you about it? […]|
There is only one true city; a place of multiversal trade, cultural exchange, and mixed blood. A place where monsters come to scheme and gods come to die. Sig: The City Between is the nexus of the multiverse. It’s a city connected to everywhere, a refuge for the oppressed and a prize for tyrants. It’s […]|
Dream Askew Designed by Avery Mcdaldno and published by Buried Without Ceremony Available at http://buriedwithoutceremony.com/ Roleplaying games have a power in them. They invite you to embody the lives of others and discover what challenges others face. They allow peoples to express facets of their own identity in the safe companionship of friends. They foster […]|
We are in a golden age of creator-owned and independently produced roleplaying games. Countless creative designers, from all walks of life, have created beautiful rpgs that explore important issues through play. The true innovation in games, like in all media, comes from the little-known gems. These small games are often overlooked in favour of the […]|
There is no easy way to say it. It appears that, despite the odds, my little game Posthuman Pathways , won an ENnie-award. One of the five judges identified this as a game as deserving of attention, and gave it the Judges’ Spotlight Award. The ceremony itself was an interesting affair with a host of technical problems […]|
At GenCon, I present a panel titled Introduction to Indie Game Design, where we hope to provide a host of resources for the panel attendees. This blogpost stands as a curated collection of resources for their use, and for anyone else who wants to get started in designing RPGs. A giant pile of resources on dropbox. […]|
Le lustre des libellules est un jeu optimiste et plein d’espoir. Au cours de chaque session du jeu, chaque joueur joue le rôle d’une libellule. Chacune des libellules bénéficie d’un talent particulier pour aider ses copines et pour pourvoir à ses besoins. Chaque libellule est motivée par son Rêve, la Quiétude et le désir d’abandonner […]|
I published a small roleplaying game last year, titled Posthuman Pathways. It’s a game about transhumanism, the importance of technology, and how it inevitably changes us. It’s a cute little GM’less game; five pamphlets in an envelope that three people can play in an evening. Designing something like that is challenging, but that’s nothing compared to […]|
I just cobbled-together a quick (and crude) tutorial on how RPG publishers can use the free Scribus software for layout. It’s a powerful, though flawed, piece of software and I think the video might help folks who can’t afford the rather expensive license for InDesign. I hope this is helpful!|
I am currently working on a major setting, which is actually going to double as an expansion of the core game. Sig: The City Between is multiplanar fantasy, inspired by a number of sources. I have the fantastic +Jeremy Morgan editing this, and I have two award winning artists contributing some rather jaw-dropping art for […]|
I’m very happy to report that I have recieved a nomination for “A Spark in Fate Core” as Best Free Product for the 2014 Ennies Awards. It’s was a lot of fun to produce some content that would integrate wtih the Fate Core book, and to try a different style of collaborative worldbuilding. If anyone […]|
Just as I have done with the Spark RPG kickstarter, I wanted to present a financial breakdown of the Posthuman Pathways project. Unlike that previous project, this one was a bit less successful at the preliminary stages and may take a year or two to get into the black. I am very proud of the […]|
Just a quick note; I have pretty much finished all of the work for the Posthuman Pathways kickstarter. Now that the shipping of rewards is effectively complete and we have finished the local launch party, I am ready for the formal public launch of the game at Origins. I will be working at the Games […]|
I am very pleased to present the Roman on the Rhine, my submission to the game chef competition. This is a one-shot roleplaying game for 3-5 people to play over a bit over an hour. This game is presented in the form of an interactive audio drama. All of the rules are present in this […]|
Posthuman Pathways is a transhumanist roleplaying game. It focusses on the changing world and the sacrifices we make in the name of progress. It’s about the change, over a single lifetime, of our society and what it means to be human. Explore what path the world will take. Discover how technology changes the world and […]|
I love Spark, and I know that many of you share this love. I want to help foster a community of people who learn, play and appreciate the game as well. The best way to do this is to run games at local game stores and conventions. The problem is that I have limited opportunities […]|
A vital part of an engaging RPG is establishing strong connections between the characters and their setting. The stronger those connections, the more meaningful the character actions and player decisions seem to be. We have had examples of this stretching back to the earliest days of alignments, hirelings and deities in D&D. Dresden Files offers […]|
I recently realized that I never really described one of the fun features of the NeoNihon setting. As an ecologist by trade, I tend to love creating flora and fauna that fit the world. Shi-Tateyama is often described as a world of sweltering temperatures at sea-level, wtih frequent, harsh and corrosive tempests. Cyclones and tornados […]|
I was among my people this weekend. The Game Design festival known as #Metatopia was a stellar success, with a robust panel schedule and some of the best playtesting I have seen to date. Beyond the practical matters, it was an opportunity to spend time with the many amazing folks in the gaming industry. […]|
I am once again making the pilgrimage to Morristown NJ, for the annual Game Design festival known as Metatopia. It’s a whirlwind of panels and playtests with no equal. I hope to see many people there, and to test my three game designs. Here is what I know for certain about my schedule. I will […]|
One of my passions is to use games for self-improvement and understanding. In the process, and in conjunction with various folks on twitter, I put together a list of RPGs that explore the human condition and teach important lessons. I update this list on a periodic basis to include new examples as they arrive. The […]|
I would love to meet up with as many of you fine backers as possible during the madness that is GenCon. I wanted to let you know when I was free and where you could find me. Thursday: 9am-Noon: The Indie Game Developer Network booth #571 in the Marketplace Noon-2pm: Games on Demand, running games […]|
As part of a Kickstarter stretch goal for the Spark RPG, I offered to prepare quick-start bundles of the game that people could print at home. These bundles would have pregenerated characters, a premade gm sheet and everything else needed to run a one-shot scenario with the book in hand. The first one is ready […]|
I have been lax in updating the website, and I appologize for that. I have been working away at fulfilling the rewards for my Spark Kickstarter backers and the details involved in producing and shipping books has taken most of my time. In any case, I have sent out the vast majority of the rewards […]|
Here is my submission for the 2013 Game Chef contest. It was a great experience as usual, though I was under a heck of a crunch to produce this year. I am currently finalizing Spark in to fulfill my Kickstarter and, along with a convention last weekend, my time was at a premium. While it […]|
I’m in the midst of layout for my game, and I was pleased to see the release of Always/Never/Now by Will Hindmarch. It’s part of a trend of excellent professional game designs that can be played by a gamer on a budget, or examined in detail by any budding designers out there. This blog post […]|
The first part of the Kickstarter campaign has closed. In some ways, this was the most exciting part of the process, seeing tangible support for my “little” game. It’s also been a little tiring, as if I was attending a very subdued month-long game convention. Overall, it’s been a blast thanks to all of the […]|
I am very happy to announce that I have launched the kickstarter for the Spark RPG right over here. It’s been more than a few years of work, and it’s taught me an incredible amount. The game evolved drastically over the years, and the hundreds of hours of playtesting really helped refine the game into […]|
I have been working on preparing a very special playset for Fiasco, with the assistance and editing of my friend Mark Richardson. This is sequel to the excellent Dragonslayers playset, featuring the petty, vindictive and ambitious goblins. Enjoy…. The Goblin Uprising Playset|
I had a great time chatting with Jen of the Jennisodes, were we got a chance to discuss Spark in some detail. While I’m self-conscious about all my “ums” in the interview, I think it went well. Check it out over here at The Jennisodes! If you came here from the podcast and want to […]|
I wanted to provide a bit of a status report for the Spark RPG project. I know that I have been relatively quiet on here, and thought that you might appreciate an update. The Open Beta that I launched in 2012 taught me a great deal. Playtesting did an excellent job at pointing out what […]|
I am a fan of Fate and the Dresden files RPG system in specific. That said, I have noticed that there are some rough spots in the magic system from my perspective. I found that the absolute dependence on the three existing magic skills was less than idea. This post consists of my little hack […]|
Art is a way to communicate experiences. Every art form tries to convey different kinds of experiences, with a variety of different tools. Paintings convey human perception of the world and of our own imaginations. When I saw a local Van Gogh exhibit, I was struck by his focus on the smallest gems of nature […]|
I have just returned from Metatopia 2012, the amazing convention run by Double Exposure over in New Jersey each November. This was my first experience at Metatopia, but it has absolutely stolen my heart. Not only was Vinny amazing as usual in organizing the event despite the minor inconvenience of a Hurricane, we even managed […]|
During one of my recent playtests, one of the testers with extensive scientific credentials expressed some misgivings about the statistical underpinnings of the resolution system of Spark RPG. In appreciation for his concerns, I decided to spend a few hours and produce a comprehensive probability chart so this would be out in the open. The […]|
While you are all digesting the latest version of Spark, I wanted to give you a bit of an update on the editing situation. Good editing is essential to the success of a roleplaying game, and for my flagship product, I am making every effort to impress. That’s why I’m pleased to announce that I […]|
Hello everyone, I have definitely learned a great deal during this open beta process so far. I want to explain the evolution of the game before I point you at the last version of the open beta text. Version 1 The extensive feedback and the original AP from The Walking Eye podcast led me […]|
I always love to attend GenCon and record as many seminars as I can. This year is no exception, and I had the honour to speak on two separate panels. While I still have to work on my presentation skills, I feel like people got a great deal out of those panels. This year, the […]|
Hey all, Sorry about the delays in getting the latest version of Spark out the door, but that should be ready in about a week or so. Until then, I bring you a free little mini game called the Intrigue Engine. It’s a little thought experiment inspired by Rob Donoghue’s Mighty Brain. Feel free to […]|
This is a section of the Spark RPG that I will regretfully have to cut during the revision process while I prepare version 3.5 of the beta. If anyone is looking for a write up on logistics for new gamers, please feel free to grab this wholesale. Your First RPG Time You need to […]|
Microscope, by Lame Mage Productions, is an amazing game. It gives you all of the tools to create your own epic history, outlining the epochs and describing the events within. If there is one complaint, it is that the game only accommodates a max of 4 people per game session. When I was running it […]|
Thanks to all of your kind feedback, I have revised the Spark RPG open beta text. You can find the expanded text, with slightly improved formatting, under the link below! https://genesisoflegend.com/spark-open-beta/ I would love to hear what you think about this iteration of the game. I welcome all feedback especially more constructive criticism so I […]|
Hello all. I have gotten some incredible feedback on the first version of the Beta, enough that I am now revising the game text to prepare the next version of the beta. I wanted to let you know what the major findings are and explain my next steps. Findings and Flaws I utterly failed to […]|
I have gotten a variety of insightful comments on the first version (v1.0) of the Spark RPG Open Beta and I wish to thank all of you for your feedback to date. I will be making a revised version (v2.0), incorporating these comments. My current target is to release this revised version on August 1st, […]|
It’s my pleasure to announce that the Spark RPG Open Beta is now available. https://genesisoflegend.com/spark-open-beta/ I would love to hear what you think about the game. I welcome all feedback, both positive and negative, so that I can make this the best possible game. Thank you for your time and happy gaming! Special welcome to […]|
I know it’s taken a while, but I am back to the discussion of inspiring creativity in games. My last post on this topic dealt with Creative Constraints, where people built off the restrictions in a game system to create something new. This time, I would like to discuss Oracles. Oracles are nuggets of information […]|
I am a fan of Dungeon World as a member of the Adventurer’s Guild. When I heard about the idea of “Alignment Moves”, I was fascinated. D&D was the perfect game for alignments to have mechanical effects and moves seem ideal for this. Since I couldn’t find any of these in the text of v […]|
It has been a great pleasure to participate in GameChef 2012, where I completed a game titled “Lantern’s Legacy” Here is the intro blurb. Our world is ending, as it has countless times before. Our mortal worshipers are passing into the void as this apocalypse claims their lives. We hope to maintain our divine mandates […]|
My current plan is to provide 6 chapters of content for the open beta this summer. In order to pull it off, I need to get those chapters drafted and revised by the end of the month. I am happy to report that I have already drafted two chapters this weekend (Introduction and Setting Creation). […]|
Dreamation 2012 started with a bang and I snagged four players for a Thursday night playtest session. For ease of reference, let’s just call them players A, B, C and D. We achieved my goal for the session; to test the Setting Creation and Character Creation systems/procedures. Fortunately, we also got a chance to play […]|
Dreamation 2012 in Morristown NJ was an astounding convention for a host of reasons. I drove down from Ottawa with break in Syracuse to meet an old friend of mine in the flesh for the first time. It was a remarkably pleasant time to drive down through upstate New York, but I was most grateful […]|
Just a quick update to say that I will be at Dreamation 2012, running a crazy number of playtests of Spark. By crazy, I mean 5 games which could potentially include 28 different players over the course of the weekend. I have managed to organize things as well as I can and with luck, I […]|
I will be on a panel at Gencon on Thursday morning, providing an introduction to independent RPG’s. I hope to see you there. Introduction to Independent RPG’s A panel of independent game designers are here to help! Hear about the major schools of rpg design. Learn some GM techniques from indie designers. Discover new […]|
Good software is nearly essential for producing a good roleplaying game book. Over the years I have made a series of choices between different software packages and I thought I might explain my reasoning. Perhaps this may be useful to some of you. Brainstorming: I am currently undecided between using the technical solution (Freemind) or […]|
Storytelling demands creativity. It’s challenging to design a game system that consistently encourages inspiration. Fortunately, some great minds have found approaches to solve this problem. Let’s focus on the first of these approaches today; Creative Constraints. Some games are limited in scope and these constraints can help. In Vincent Baker’s game “Poisn’d”, players portray rapacious […]|
Universal Principles of Design, published by Rockport, has taught me dozens of excellent techniques. One technique is referred to as “Personas”, where you try to create diverse profiles of potential users so that you can consider each of their needs & preferences. I suspect that using a technique like that might help improve our presentation […]|
Where do you focus your attention when you prepare for a game? How do you cobble together a convincing and engaging story? What does your game teach Game Masters to do in the lonely hours of the evening? Thanks to the Bear Swarm Podcast, and I have noticed three distinct ways that game masters and […]|
There is a simple joy in the act of creation. It doesn’t matter if you optimized a deck of Magic Cards, created a D&D character from scratch or forged a robot with a murderous heart. Preparing your tools before you play is rewarding because every choice is significant. I think this is one facet of […]|
I thought I knew what I was doing last year. My plan had been to write up the text of the game, then simply make a _few_ revisions based on the playtesting. I thought that my design _must_ have been advanced enough that I could commission art. I expected that I could finish […]|
The Spark RPG is a “generic” game, flexible of setting while still encouraging a certain style of play. The challenge is that generic games often come across as flavourless, dull and derivative. It’s hard to design a good generic and almost impossible to market them in my experience. This made it the perfect challenge. I […]|
One of my guilty pleasures at GenCon is to attend a variety of interesting game design panels with digital recorder in hand. I was quite successful this year with 5 distinct seminar recordings. I have done some rudimentary audio clean-up on the recordings but I currently lack the skill to properly polish them. They are […]|
I just made it back home from an incredibly successful GenCon with a pile of indie RPGs and a half dozen recordings. I will be posting all of the seminar recordings within the next 48 hours, but to tide you over till then here is the “This Just in From GenCon” episode that I […]|
Tomorrow morning I will pick up the car and begin the 2 day trek to the geek Mecca of GenCon, Coming from Canada, it takes a moderate amount of time to make the journey to the city of race cars. Still, I am eager to attend *counts* 9 seminars and workshops pertaining to game design […]|
Thanks to the incredible feedback over at the two threads here from the Grand Roludothon, I have made some fairly significant changes to the Spark RPG. http://www.roludo.ca/forum/viewtopic.php?f=8&t=1300 http://www.roludo.ca/forum/viewtopic.php?f=8&t=1317 Here are highlights of some of the most significant changes. I have also attached the new and improved version of that summary sheet which I will be […]|
So, Machine Age Productions will be releasing a brand new RPG at GenCon 2011 by the title of Amaranthine. “Amaranthine is a game about yesterday, now, and forever. Amaranthine are immortal, destined to reincarnate from here until eternity. They’ve lived many lives before, and every other immortal they meet, they’ve met before.” I pitched in on […]|
The Grand Roludothon was excellent and I was overwhelmed with the amount of excellent feedback. I am currently in the process of analyzing how the system ought to change to reflect that feedback and how I can ramp up the fun. I got confirmation that the core premise of the game is rewarding, but I […]|
Je m’excuse que j’attendais jusqu’a ce point d’écrire un poste en Français pour vous. Mon Français est loin de parfait, mais je suis entrain de le pratiquer et j’espère qu’il serait au point que je pourrais traduire mes jeux de table dans cette langue. Un de mes priorités c’est de le produire mes jeux sans […]|
The Friday evening and Saturday at Cangames 2011 in Ottawa passed rather successfully. As soon as I post this I will dash off to “run” a game of The Extraordinary Adventures of Baron Munchausen followed by John Wick’s Wilderness of Mirrors. I just thought I would give a quick report on the first running of […]|
I am very proud of this advertisement that I produced for the Houses of the Blooded expansion over at Kickstarter What do you think?|
I will be running a convention game of the Spark RPG at two local regional conventions. The first of these is Cangames on the May long weekend in Ottawa, where I will run my session on the Saturday morning (9-1). The second convention will be the Grand Roludothon in Montreal on the 11th and 12th […]|
The Foundations of Fun Basic Decisions when Designing RPG Mechanics . Note: This is only the first half of the article. I will aim to release Part 2 of 2 dealing with Resolution Systems, as well as the full article in PDF format within the next week or so. I hope you enjoy reading and […]|
By the way, I am pondering a quick little mini-review series of some of the indie RPG’s which I have picked up from the various DriveThruRPG disaster relief bundles but I am uncertain if there would be much of an audience. Anyone have opinions one way or the other on this? Highlighting the novel technologies and interesting implementations within the design community seems helpful but I am honestly uncertain if anyone would read the things. Can you let me know?| genesisoflegend.com
Every failure has made me a better designer. Seeing the fail states if games, either in playtesting or after publication, has shown me a dozen different areas where I can hone my craft. Recently I decided to step back and look at the broader patterns which highlighted four different core design structures that need to be carefully tended in order to produce a compelling outcomes.| genesisoflegend.com