You are currently browsing the archives for the month: May 2010.

May 29, 2010

Game Design: Inductive Continuity

Sometimes the story adapts to the player.

May 17, 2010

Game Design: System splitting

Games can often be “split” into two or more interlocking systems.

May 8, 2010

Dice Fudging and why it’s bad

What dice fudging is and why it exists in tabletop roleplaying games.