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Friday, September 29, 2017. SWN alien species: Alternity's Weren. I guess there's a new edition in the making, though I found the free alpha doc kind of a mess. Anyway, this is sort of tangentially related to my Star Frontiers post because I thought of Alternity's Star*Drive setting as a kind of evolution of SF. A handful of species cooperating in a space opera setting, with some mysterious menacing aliens operating in the shadows. I like some elements of Alternity/Star*Drive better than SF. Tweaked the ...

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The Dog Blog | dogdesign.blogspot.com Reviews
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Friday, September 29, 2017. SWN alien species: Alternity's Weren. I guess there's a new edition in the making, though I found the free alpha doc kind of a mess. Anyway, this is sort of tangentially related to my Star Frontiers post because I thought of Alternity's Star*Drive setting as a kind of evolution of SF. A handful of species cooperating in a space opera setting, with some mysterious menacing aliens operating in the shadows. I like some elements of Alternity/Star*Drive better than SF. Tweaked the ...
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1 the dog blog
2 remember alternity
3 like the weren
4 no comments
5 finalizing the map
6 rules tweaks
7 labels star frontiers
8 hell yeah
9 the map
10 blog archive
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the dog blog,remember alternity,like the weren,no comments,finalizing the map,rules tweaks,labels star frontiers,hell yeah,the map,blog archive,subscribinate,posts,atom,all comments,ports of call,the lumpster,dyson,expanding universe
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The Dog Blog | dogdesign.blogspot.com Reviews

https://dogdesign.blogspot.com

Friday, September 29, 2017. SWN alien species: Alternity's Weren. I guess there's a new edition in the making, though I found the free alpha doc kind of a mess. Anyway, this is sort of tangentially related to my Star Frontiers post because I thought of Alternity's Star*Drive setting as a kind of evolution of SF. A handful of species cooperating in a space opera setting, with some mysterious menacing aliens operating in the shadows. I like some elements of Alternity/Star*Drive better than SF. Tweaked the ...

INTERNAL PAGES

dogdesign.blogspot.com dogdesign.blogspot.com
1

The Dog Blog: August 2008

http://dogdesign.blogspot.com/2008_08_01_archive.html

Friday, August 22, 2008. I started composing some game music. Take a look, and take a listen: http:/ www.dog-eared-designs.com/music.html. I have more music to load up when I have a moment. More! Posted by Matt Wilson. Subscribe to: Posts (Atom). About the Dog Blog. This is a blog with some words on it that might sometimes be vaguely readable, if not interesting. Deeper in the Game.

2

The Dog Blog: What gaming cons really need

http://dogdesign.blogspot.com/2009/01/what-gaming-cons-really-need.html

Friday, January 02, 2009. What gaming cons really need. Posted by Matt Wilson. Subscribe to: Post Comments (Atom). About the Dog Blog. This is a blog with some words on it that might sometimes be vaguely readable, if not interesting. Deeper in the Game. What gaming cons really need.

3

The Dog Blog: April 2009

http://dogdesign.blogspot.com/2009_04_01_archive.html

Thursday, April 30, 2009. Dirty Secrets is Pretty Cool. Last night I played Dirty Secrets. With Brennan Taylor and a guy from the NERDNYC boards named Gil. Dunno his last name. Sorry Gil. I'll cut right to the chase. This game makes detective stories. Really good ones. I thought at the end, huh, someone could make a novel out of that. I played this with Seth and Paul C and a few others back when it was in playtest. At Forge Midwest, maybe, in 2006? Posted by Matt Wilson. Subscribe to: Posts (Atom).

4

The Dog Blog: October 2011

http://dogdesign.blogspot.com/2011_10_01_archive.html

Monday, October 31, 2011. Vanguard: the Jump Drive. I thought about coming up with some nifty name for it, but really, jump drive is a simple, accurate name that won't overnerd anyone who worries about a space adventure game being too techy. The jump drive allows instant movement between two places, much like the FTL drive on BSG, but with a few lightweight, easy limitations. From a gaming perspective, I think it's kind of friendly. The GM can technobabble the exact formula and draw maps that measure...

5

The Dog Blog: music for games

http://dogdesign.blogspot.com/2008/08/music-for-games.html

Friday, August 22, 2008. I started composing some game music. Take a look, and take a listen: http:/ www.dog-eared-designs.com/music.html. I have more music to load up when I have a moment. More! Posted by Matt Wilson. Subscribe to: Post Comments (Atom). About the Dog Blog. This is a blog with some words on it that might sometimes be vaguely readable, if not interesting. Deeper in the Game.

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attacksofopportunity.blogspot.com attacksofopportunity.blogspot.com

attacks of opportunity: Destructicus Prime

http://attacksofopportunity.blogspot.com/2005/02/destructicus-prime.html

A blog for game designers by Brandon, John, Matt, Milo, Phil, Roger, and Tony. The State of the Art. Deep Cover, Deep Magic Redux. A new home for Attacks! Has it all been done? Perry Moores Wargame Site. Psionics in Pulp Heroes is a subtle art that harn. In the grim darkness of the future, there is only smash up derby. Destructicus Prime is a miniatures smash-up derby game that was born when Feng observed that the funnest part of Warhammer 40k was blowing vehicles up. On my Web site. I dunno, you didn't ...

flywheel.gizmet.com flywheel.gizmet.com

cards » Flywheel: Inertial Game Design

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Flywheel: Inertial Game Design. Game design, out in the open. I just finished laying out the game postcards for Six Gun. A quick little clapping game where you play gunfighters trying to shoot each other quickly. I talked a bit about the design of the physical cards themselves a bit over on unDesign. But I’d like to note a couple of things about the game design here, as well. As I mentioned over there, it’s based on a childrens’ game called High Noon. And let me know how it goes! April 8, 2011. For the r...

flywheel.gizmet.com flywheel.gizmet.com

Six Gun » Flywheel: Inertial Game Design

http://flywheel.gizmet.com/2011/04/08/six-gun

Flywheel: Inertial Game Design. Game design, out in the open. I just finished laying out the game postcards for Six Gun. A quick little clapping game where you play gunfighters trying to shoot each other quickly. I talked a bit about the design of the physical cards themselves a bit over on unDesign. But I’d like to note a couple of things about the game design here, as well. As I mentioned over there, it’s based on a childrens’ game called High Noon. And let me know how it goes! April 8, 2011.

flywheel.gizmet.com flywheel.gizmet.com

Publishing » Flywheel: Inertial Game Design

http://flywheel.gizmet.com/category/publishing

Flywheel: Inertial Game Design. Game design, out in the open. I just finished laying out the game postcards for Six Gun. A quick little clapping game where you play gunfighters trying to shoot each other quickly. I talked a bit about the design of the physical cards themselves a bit over on unDesign. But I’d like to note a couple of things about the game design here, as well. As I mentioned over there, it’s based on a childrens’ game called High Noon. And let me know how it goes! April 8, 2011. This game...

flywheel.gizmet.com flywheel.gizmet.com

implosion » Flywheel: Inertial Game Design

http://flywheel.gizmet.com/tag/implosion

Flywheel: Inertial Game Design. Game design, out in the open. I’ve been digging through some old archives, and came across an old, old design of mine for a game called Implosion. The general idea was that it handles up to twenty-four (! Here are the rules from the original text file; I’d seriously revise these before attempting to play, but for the sake of posterity, enjoy:. April 26, 2011. Posted by Marc Majcher. Clinton R. Nixon. 169; 2015 Flywheel: Inertial Game Design.

randomencounters.blogspot.com randomencounters.blogspot.com

Random Encounters: 06/12/2005 - 06/19/2005

http://randomencounters.blogspot.com/2005_06_12_archive.html

Random RPG materials, speculations, and blather from Bradley "Brand" Robins. Be afraid, be very afraid. Now with a companion page Yudhishthira's Dice. That talks about theory. Sunday, June 12, 2005. The Army guy knows that if he can push the situation to violence and the resolve it well, he can get a promotion to general which will never happen if there isn’t a confrontation. It may well be his last chance to make the big leap. Set up a circle of characters so that the sides get played out. Like if t...

attacksofopportunity.blogspot.com attacksofopportunity.blogspot.com

attacks of opportunity: April 2005

http://attacksofopportunity.blogspot.com/2005_04_01_archive.html

A blog for game designers by Brandon, John, Matt, Milo, Phil, Roger, and Tony. Tuesday, April 19, 2005. Why Things Are Different Now. I'm gonna pull my classic move: quote a different blog. Know why I like it? Someone else bothered to be all thoughtful and stuff, and I can just quote them. Ding! And I'm going: Hell yeah! I often question why I bother to design games. That's the stuff right there. Read the whole thread here: http:/ www.septemberquestion.org/lumpley/anycomment.php? Thursday, April 14, 2005.

randomencounters.blogspot.com randomencounters.blogspot.com

Random Encounters: 09/11/2005 - 09/18/2005

http://randomencounters.blogspot.com/2005_09_11_archive.html

Random RPG materials, speculations, and blather from Bradley "Brand" Robins. Be afraid, be very afraid. Now with a companion page Yudhishthira's Dice. That talks about theory. Friday, September 16, 2005. And now I go about showing why this blog is called Random Encounters. The Heroic Stand: A player may declare that their character simply wins/succeeds at a contest. The cost of this is a number of MAX points equal to the HP cost of a similar "luck be a lady" purchase. Complete Defeat - 1/4th of the attri...

brennantaylor.blogspot.com brennantaylor.blogspot.com

Why Is a Raven Like a Writing Desk?: May 2006

http://brennantaylor.blogspot.com/2006_05_01_archive.html

Why Is a Raven Like a Writing Desk? This is a blog for game development and game theory posts. I will post on all of the new games I am working on, as well as any ideas, inspirations, etc. that come up during development. Friday, May 19, 2006. What Is Mortal Coil? Mortal Coil is a game about magic and passion. Posted by Brennan Taylor @ 4:01 PM. Friday, May 12, 2006. Mortal Coil: The 10-Minute Demo. Over on The Forge, there's some really good advice about convention demos. Posted by Brennan Taylor @ 12:1...

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The Dog Blog

Friday, September 29, 2017. SWN alien species: Alternity's Weren. I guess there's a new edition in the making, though I found the free alpha doc kind of a mess. Anyway, this is sort of tangentially related to my Star Frontiers post because I thought of Alternity's Star*Drive setting as a kind of evolution of SF. A handful of species cooperating in a space opera setting, with some mysterious menacing aliens operating in the shadows. I like some elements of Alternity/Star*Drive better than SF. Tweaked the ...

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