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.

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May 17, 2010

Game Design: System splitting

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

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May 8, 2010

Dice Fudging and why it’s bad

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

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