Tags » Setting Design

Outcasts, Part 1: Alien Superheroes

I’m a big fan of the Supergirl TV show, and I’m particularly intrigued by the fact that its particular licensing limitation* implies a world where most of the superpowers are possessed by alien refugees. 962 more words

Game Design

Pathways Fantasy World Creation

This is kind of the opposite of my previous Pathways World Creation idea: rather than making characters first and the world to suit, this is an experiment in doing pathways creation without player characters involved. 908 more words

Game Design

Come Buy, Come Buy (Part 3)

Apparently, I had a lot more to say on this topic than I thought, and it’s taken me until the third post to get to the item list that was the core of why I started writing this series in the first place. 1,056 more words

Game Design

Come Buy, Come Buy (Part 2)

Last week, I talked about the overall themes and possibility space of market items, and this week I’ll delve more into mechanics.

The Economy of the Market… 1,245 more words

Game Design

Come Buy, Come Buy (Part 1)

My Beyond the Wall players, as mentioned in a prior post, finally decided they had enough of a handle on the campaign world to go into the… 1,087 more words

Game Design

Game Design: Thoughts on Species Design

What makes one species different from another? Oh, I should back up a bit; what makes one game species different from another game species? The answer, typically stat bonuses. 438 more words

Gaming Thought

GM Tricks: Arbitrary Links as Imagination Seed

My Beyond the Wall game is a Westmarches-style hexcrawl, for the most part. The players are from a small village situated on the edge of a deadly wilderness, but the “settled” lands are also filled with adventure locations (largely safer ones for low-level characters not yet ready to venture into a forest of razor-sharp thorns). 628 more words