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(Un)written rules of play

I tend to design relatively short RPGs because I’m more likely to get them done, and because the intended audience (myself, my personal friends, and fellow longtime hobbyists) doesn’t need much more than the basics. 1,771 more words


Down Town draft: Into the Odd meets Blue Blazes

Awhile back, I blogged about a work-in-progress RPG tentatively titled “Down Town,” a hack of Into the Odd about modern-day urban spelunkers delving into the weird underworld far beneath the streets. 2,062 more words


Design Thinking and the Magic Trick

Design Thinking, as a rhetorical business matter, is a bit like a magic trick – the less we know about how it works, the more appealing it appears to us.

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Design Diary

Fonts of wisdom

​Please pardon me while I take a break from obsessing over game design long enough to obsess over graphic design. Specifically, typefaces.

If one of my students had turned in a 40-page book in a novelty typeface back when I was teaching design classes, I would’ve docked their grade for it. 774 more words


Metatopia Design Diary: Agents of the O.D.D.

​I ran two sessions of Agents of the O.D.D. ​at Metatopia, a convention geared toward playtesting games in development. The feedback was a mix of things that made me go, “Great, I was planning on doing that already!” and things that made me go, “Hmm, I’m really going to have to think about that.” Some key takeaways: 919 more words