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
cards » Flywheel: Inertial Game Design
http://flywheel.gizmet.com/tag/cards
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
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
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
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
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
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
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
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...