Design Diary: Resolution Mechanic
This is another post about my work in progress, Quintessence of Dust, where I lay out the game’s resolution mechanic and how I’ve gotten there. The first post and starting point on this topic is here.
This is another post about my work in progress, Quintessence of Dust, where I lay out the game’s resolution mechanic and how I’ve gotten there. The first post and starting point on this topic is here.
Over the past couple of weeks, I’ve put 15k words into a playtest document for Quintessence, and today I got to a span of rules I’ve seriously dreaded writing. The 4e brawler build of the fighter class is about the only version of grappling rules I think I’ve ever seen in […]
Dear Design Diary, While I was away for Thanksgiving, thanks to the unflagging support of Kainenchen, I started working with some ideas for a new fantasy roleplaying system for tabletop. I particularly want something that borrows a bit more from the style and substance of LARPing, without sacrificing usability. When […]
In a recent post on rogues, I discussed some of the issues surrounding 4e’s implementation of skill challenges. I’ve had a few days to give it more thought, and the idea has expanded in my imagination into something I might try to publish as a PDF, someday when I have […]
In working on Dust to Dust, one of the significant areas of design theory discussion has been which rules to reveal and which to keep secret from the publicly-posted rules. That secret rules exist should be no surprise to most gamers; in one form or another, it’s a practice as old […]