There’s a smell you don’t recognise, a smell that you don’t believe has ever existed before in the world above. The walls, though originally white washed, are damp, and the colour comes away with your finger in the flicker of a hydrogen lamp. From walking in the wind across barren terrain, now you feel enclosed, the whistling nothing … Continue reading Underwood (Dead Eden)
Category: Game Design
Worker Placement (Ways to Play)
Thank you for joining me in a new series of posts called Ways to Play. In these articles, I’m going to be going through mechanics in board games, looking at how they work, interesting ways they have been implemented and also looking at some of the other ways they could be used. Have you ever … Continue reading Worker Placement (Ways to Play)
Playing with time in RPGs
A few moons ago, when I was a student full of bright eyed optimism and had too much free time, me and a few friends tried out the RPG Microscope. In it, the players create a world fitting all of the players using vetos, playing out dramatic scenes in the world’s history, and designing parts … Continue reading Playing with time in RPGs
The Paper Saints – Dead Eden
She was an unassuming woman, tucked neatly in a corner of the town square, black hair neatly parted. The people went about their business, fixing metal and wood and concrete into useful shapes and defences. They didn’t recognise her, so they kept watching, always glancing from their work to make sure she wasn’t doing anything, anything they deemed she … Continue reading The Paper Saints – Dead Eden
Super '76
If you've ever played a game of Fiasco, you'll know the hi-jinks that can occur. They're very human, sometimes relatable, and always over the top. This is a play set I've designed to replicate the grittiness of Watchmen and the responsibility that comes with power, asking you the question "Are we the bad guys?" In … Continue reading Super '76
The Salt Trail – Dead Eden
You don’t know what brought you here, or the many others that have come here before you. The only other way round is a boat, and you don’t have the time. The only way is over. What was once was said to be beautiful countryside is now flat. Earth rancid from chemicals, the husk of a … Continue reading The Salt Trail – Dead Eden
The Sum of Their Parts
As a game designer, I follow the same philosophy I follow when it comes to writing. You learn a lot about writing by reading. You learn a lot about game design by playing games. The broader and further you play and write, the more you learn: mechanically, stylistically, emotionally. In this sense I found that … Continue reading The Sum of Their Parts
Five Mechanics in Dead Eden
As a designer, I try to design games that have mechanics that encourage the behaviors I want to see while it is being played. It’s all well and good telling players to act or feel a particular way, but unless you have the mechanics in place, there’s isn’t much point. (You can have a look at … Continue reading Five Mechanics in Dead Eden
HOME: SURVIVAL
Hi everyone, been a bit quiet on the blog front recently, but this is my reason for it. I've been preparing to launch an RPG on Kickstarter on the 16th as part of their Zine Quest project. The game I'll be launching is HOME: SURVIVAL The game is a table-top role playing game for 3-6 … Continue reading HOME: SURVIVAL
The Art of Playing a Story
Sorry to whoever I stole this from... I think we’ve all been there. Final Fantasy fanfare playing in our heads. The creature that was given a line of dialogue or just a name is now a collection of dice and a 1x1 (maybe a 2x2) space on a grid. The model gets flicked over and the … Continue reading The Art of Playing a Story