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Comments for Corvid Sun



indie game development by J. Walton



Last Build Date: Mon, 18 Feb 2013 00:31:29 +0000

 



Comment on Planarch Codex: Planes of Dungeons by Jacek Darken Gołębiowski

Mon, 18 Feb 2013 00:31:29 +0000

Thx for information. I just bought PDF thanks to Indie Night and this description.,



Comment on Korra Hack: Playtest Version by Shoe Skogen (@shoepixie)

Wed, 30 Jan 2013 17:46:27 +0000

Without seeing *anything* about it, gotta say - Fingers in the Firmament *sounds* like an absolutely badass game.



Comment on Planarch Codex: Cartography of Dis by Jobe

Tue, 29 Jan 2013 04:14:12 +0000

Looks great, Tony.



Comment on Planarch Codex: Cartography of Dis by John Powell

Mon, 28 Jan 2013 22:28:09 +0000

Supercool!



Comment on Planarch Codex: Planes of Dungeons by Jonathan Walton

Mon, 28 Jan 2013 17:40:31 +0000

Sure, though Heritage moves are described in the actual PDF: http://rpg.drivethrustuff.com/product/110283/Dark-Heart-of-the-Dreamer Basically, each PC chooses several "monster moves" (from Dungeon World) to represent their ethnic and cultural heritage. Like a dwarf might pick "Drive them back." You can also invent custom moves, like if a PC was raised in a blood cult, they might have the move "Identify whose blood this is by tasting it." Then, PCs can spend a hold point from their heritage to make one of their heritage moves, just like that.



Comment on Planarch Codex: Cartography of Dis by Paul Riddle

Mon, 28 Jan 2013 16:23:38 +0000

Love it!



Comment on Planarch Codex: Planes of Dungeons by Jacek Darken Gołębiowski

Mon, 28 Jan 2013 15:14:57 +0000

Can you describe how I can use Heritage?



Comment on Dark Heart: Wicked, Invisible Cities by jwaeben

Sun, 16 Dec 2012 16:56:51 +0000

Really cool use of Calvino. I tried reading it, but got lost halfway through. It's just so hard to stick to a series of descriptions like that.



Comment on Our Product is an Experience by Rob Alexander

Sat, 27 Oct 2012 20:03:07 +0000

That's interesting. I'm going to think about this some more. There may be an element here of abstracting so far that many uses (eg ordinary game design) become impossible. And surely a danger of setting out to "design an experience" is that you try to force the "experiencer" into a very narrow range of experiences. Traditional rpgs allow a wide range of experiences, although as you point out they don't naturally lead to the range of all possible ritual experiences. But a great article.



Comment on Stage One: Volume 1-1 by Hans Chung-Otterson

Wed, 03 Oct 2012 19:46:11 +0000

Oh yeah. So fantastic! Makes me wish I'd been able to make my thing fit the project. There's always Stage 2!