Fractured Earths: Fractured Perspectives
A picture is worth a thousand words.
Fractured Earths: President Lee
The Civil War ends peacefully, but rears its head on the frontier.
Fractured Earths: Romulus and Remus
The U.S. fights the Great Powers of Europe.
Fractured Earths: Seas of Change
The winds of political change strike at the heart of a nation.
Fractured Earths: The Cords That Bind Thee
A slippery and unavoidable slope.
Game Ideas Un limited: Arbitrary
Our free quarterly look back celebrates the end of two years with a consideration of why that should--or maybe shouldn't--matter.
Game Ideas Un limited: Auspicious
Sometimes you just have a good day, sometimes it's a bad one; can you write that into a game?
Game Ideas Un limited: Bad Ideas
Fulfilling a promise made in an article long ago, the series considers how to decide what ideas are not worth the effort to bring them to fruition.
Game Ideas Un limited: Beliefs
Defining characters by their primary beliefs may be a more effective method than has been credited in the past.
Game Ideas Un limited: Beneficence
The promised foray into questions of alignment tackles what it means to be good , finding confusion in two uses of the word and clarifying it in a way that offers better heroes and better villains.
Game Ideas Un limited: Bridge
An important tactical lesson is drawn from a popular card game.
Game Ideas Un limited: Can't
One overlooked aspect of our characters, who are so often detailed in terms of their abilities, is the consideration of their inabilities.
Game Ideas Un limited: Century
The one hundredth column in the series looks at the importance of mindset to setting.
Game Ideas Un limited: Challenge
Whether you're designing a game or running one, it's necessary to consider what it takes to win.
Game Ideas Un limited: CharGen
A preliminary consideration of character generation systems gives some ideas on freeform character creation.
Game Ideas Un limited: Contingencies
The importance of Plan B is presented, along with some thoughts about its value.
Game Ideas Un limited: Control
The author looks at what makes us afraid and how we overcome it, with a view to how to instil fear in players during the game.
Game Ideas Un limited: Culture
People are different, and yet the same. Sometimes the things that make us different distinguish us as part of some other group, and that can play against us.
Game Ideas Un limited: Cumulative
When we play and when we design games, we tend to look at the odds for this roll; but there's another aspect to consider in the way those odds build up over time.
Game Ideas Un limited: Diversification
The ninth quarter of the ongoing series ends with a look at the variety covered over the past three months, and the advice that variety, if not the spice of life, is at least an excellent way to keep the creative juices…
Game Ideas Un limited: Dungeons
The wandering monster is revisited, with thoughts on how to make it work based on concepts of open and closed settings.
Game Ideas Un limited: Entertainment
Has there been a real shift in what makes a game popular?
Game Ideas Un limited: Exercise
Here's a workout for the sort of mental muscle used in running role playing games.
Game Ideas Un limited: Foliage
A piece of the background may be drawn vividly into the foreground and become the basis for adventure.
Game Ideas Un limited: Funny
When people are laughing during the game, is that a good thing, or not? Like most things, it depends.
Game Ideas Un limited: Gamer Movies
For a lighter topic, the series looks at a few movies which the author thinks provide great game ideas and insights, and briefly what he finds in each.
Game Ideas Un limited: Ghosts
A couple of modern ghost stories give us a different flavor for supernatural events in play.
Game Ideas Un limited: Graffiti
Sometimes the handwriting on the wall isn't so important as all that, and sometimes maybe it's just important to have it there.
Game Ideas Un limited: Invention
Consideration is given to the child of necessity.
Game Ideas Un limited: Invulnerable
Sometimes the most powerful characters are the more interesting for their hidden weakness.
