Blogs about: How Players Play Games

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Working on a New Card Game

jachilli wrote 2 months ago: This past weekend, I began work on a new game. With Anarchs Unbound winding down (just about ready f … more →

Tags: Design, WIP, Card Games, RPGs

Optimal Party Size?4 comments

jachilli wrote 4 months ago: From the text of the 1980 Moldvay edition of Dungeons & Dragons (p. B19): It is not wise to adve … more →

Tags: Call of Cthulhu, D&D, Game design, Game Table, RPGs, vampire 2

Preschool Pathfinder17 comments

jachilli wrote 1 year ago: My kid loves games. None too surprising, of course, and when I say that she loves games — she’ … more →

Tags: tabletop games, Design, RPGs, Actual Play, interaction, PathFinder, educational play

Gameplay: Proactive and Reactive10 comments

jachilli wrote 1 year ago: I have long maintained that Vampire is a proactive game, as opposed to a reactive game. In a reactiv … more →

Tags: Video Games, tabletop games, Design, RPGs, managing expectations of play, player choice, Goal Setting, Casual games, social games

Talking at Flowcharts13 comments

jachilli wrote 2 years ago: Task resolution systems. Oh, good heavens. When these players' characters talk to an NPC, they … more →

Tags: Video Games, tabletop games, Design, RPGs, players matter, engagement, agency, rules and systems, Social Interaction

Asynchronicity1 comment

jachilli wrote 2 years ago: Lots of pictures of young women with game peripherals draped over their private parts turn up when y … more →

Tags: tabletop games, Design, RPGs, players matter, time as resource, asynchronicity, sandboxes, Tilting at Windmills


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