Category Archives: Game Design

Progress and updates on the game design process.

Setting Riff: Oa versus Krypton

A thousand years ago, on the planet Krypton, there was a technologically advanced, cruel and nihilistic race which carved a vast stellar empire, subjugating thousands of civilisations under their regime. Only one planet managed to overthrow the grip of the … Continue reading

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The theft of the Book of Raziel

I’ve stolen the main text here from page 54 of the Smallville RPG but remodeled it on Qabal: Isaac’s player, James, says, “I step into the room from where I have been eavesdropping and accuse Rothschilde of stealing the Book … Continue reading

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OK, it’s no secret I’m just a big geek.

I got the Serenity book a few months ago from Sub City in Dublin and the Smallville book arrived today from Amazon. Both use derivatives of the Cortex system from Margaret Weiss Productions. While Serenity uses the Cortex systems in … Continue reading

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Horror – Sids Story

I wanted to write a quick horror scenario which would fit in with pretty much any game and I figured that it couldn’t just be a magical teleporting serial killer, like Jason, Freddy or Leatherface. Inspiration for this one is … Continue reading

Posted in Prospero, Qabal, Two Worlds, WotW: Earth | Leave a comment

Here’s forty shillings on the drum, For those that volunteers do come

I’ve been on a little bit of a Napoleonics obsession recently. Part of it starts from reading the Bernard Cornwell ‘Sharpe’ novels and then following up by downloading the entire collection of TV movies from iTunes. At £14.99 for 15 … Continue reading

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Frontier fiction: The Emotion Elective

AMARA would always marvel at the human capacity for self-deception; the ability to believe something even though the facts were plentiful for the contrary, even though nothing but faith supported the hypothesis. For some humans in the North, there was … Continue reading

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Frontier: Foreword, History of Mbaye Schools, page 23

[I am taking part in a weekly writing task with some friends. The first seed for this assignment was the opening line from Dune by Frank Herbert: “A beginning is the time for taking the most delicate care that the … Continue reading

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Once, Twice, Three Times a Detective

Dolgion Chuluunbaatar of Gamasutra writes about non-linear adventure games: As I was on vacation, I picked up my sister’s copy of Sherlock Holmes stories, and quickly I got caught up in the really really beautifully narrated and well thought-out plots. … Continue reading

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Games in Education

I believe that my playing of games has contributed positively to my development as an individual. Traditionally advocacy for gaming has included the development of teamwork and leadership skills, understanding of competition, resource management and also a greater appreciation of … Continue reading

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BLOC54 – GameStorming

Equally useful for the development of tabletop game ideas, this method was used tonight to brainstorm some ideas for videogames in our local game development cluster.

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