Tags » Setting Design

Immutable Time Travel

I read Homestuck for the first time around the same time I rewatched Terminator (1 and 2), and it got me thinking about using travel through immutable time as a game concept. 1,085 more words

Setting Design

Legacy Superheroes

Season 2 of Young Justice finally showed up on Netflix, and got me thinking about one of the things that DC has always done extremely well: worldbuilding through character inheritance. 1,041 more words

Setting Design

Alternate Clone Wars, Part 3

And now that the basic tech and Force theory is out of the way, here’s the meat of the alternate take on the Clone Wars era. 1,842 more words

Setting Design

Design Influence from Beyond the Table — Castlevania: Legacy of Darkness

Though most gamers I know play, or at least have enjoyed, both tabletop games (RPGs, board games, card games, miniatures games, etc.) and video/computer games, there’s definitely a split between primarily video gamers and primarily tabletop gamers. 1,247 more words

GMing

Alternate Clone Wars, Part 1

If you haven’t read the last few posts, start here to get a more thorough explanation of the goals of this series. But, in short, I’m not a huge fan of the prequels in general, and, in specific, think they made worldbuilding choices that contradicted the much more interesting implications of the original trilogy. 1,587 more words

Setting Design

Storytelling Approaches in Tabletop RPGs

While I didn’t plan for my first post here to be a response to anything, the blog posts in question happen to discuss something that’s been much on my mind, lately. 1,397 more words

GMing

Star Wars as Island-Hopping Pulp

Last week’s post talked about the tech that’s present in the original trilogy, and how difficult it is to convert to the kind of consistent, predictable technology that players crave in their worldbuilding. 1,130 more words

Setting Design