Two players at a table over the letters GOTHEGAMING OUTPOSTThe archive

The Gaming Outpost archive

Articles from 2002

Browse the surviving writing from this year.

March 26, 2002
Article archive

Four Future Democracies

The end of a trilogy. This one describes four different types of Science-Fiction Democracies in an attempt to improve on the unrealistic Empire of the Future. I also include adventure seeds.

September 6, 2002
Article archive

Game Ideas Un limited: Bits

It may be a crazy idea, but it works: include interesting details in your games that don't have any particular meaning at the moment, and use them later when the opportunity arises.

June 7, 2002
Article archive

Game Ideas Un limited: Cash

Money has taken many different forms over the millennia; it may be helpful in approaching our games to consider what form it takes in our worlds.

August 23, 2002
Article archive

Game Ideas Un limited: Continuity

How do you make a collection of disjointed adventures feel like an ongoing saga? Partly through a retrospective of the columns of the last quarter, some techniques are suggested.

October 18, 2002
Article archive

Game Ideas Un limited: Food

Here are a few thoughts about what characters eat and how to create those unusual foods that give aliens and elves an alien or fantastic feeling.

September 27, 2002
Article archive

Game Ideas Un limited: Peace

Fighting may not always be the answer; and the answer may sometimes sound ridiculous, but can still be fun and interesting even if it doesn't involve combat.

August 16, 2002
Article archive

Game Ideas Un limited: Plague

The place of disease in the history and perhaps the future of the world is a lot different from where it sits in our games; our games could benefit from a reconsideration of this potential blight.

November 1, 2002
Article archive

Game Ideas Un limited: Rivalry

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?

June 14, 2002
Article archive

Game Ideas Un limited: Shares

The process of dividing up the stuff at the end of an adventure, whatever the game or genre, has many different approaches. You may not have considered some of these.

November 8, 2002
Article archive

Game Ideas Un limited: Spin

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?

July 19, 2002
Article archive

Game Ideas Un limited: Stars

The awe of the heavens doesn't often touch our modern thought; perhaps if we can see it from the perspective of our ancestors, we can better understand how it should impact our characters.