The series returns to the question of noticing things, but also to not noticing them.
Posted on 29 November 2002
The series returns to the question of noticing things, but also to not noticing them.
Posted on 23 November 2002
In which the verser stays in a world more than ten hours.
Posted on 22 November 2002
In our quarterly report, looking back at the last dozen articles, we consider the value of in-game in-character reports.
Posted on 15 November 2002
In which the verser tries not to mess up a world fresh and new.
Posted on 15 November 2002
It’s the little events that give color to the story, and sometimes which give it direction.
Posted on 10 November 2002
In which the verser continues to drift through the layers of the genetic memory of the Psi Lords.
Posted on 08 November 2002
What’s wrong with a phrase like Human Resources, and why is it like Internal Revenue–and how can such nuances of meaning be put to good use in world design?
Posted on 04 November 2002
In which the verser watches the Earth die and the Psi Lord empire be born.
Posted on 01 November 2002
Being allies and being adversaries can often be complex relationships. We can admire those we oppose, and we can be very competitive with our friends. Can we explore this with our characters?
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