Two players at a table over the letters GOTHEGAMING OUTPOSTThe archive

The Gaming Outpost archive

Articles from 2004

Browse the surviving writing from this year.

July 23, 2004
Article archive

Game Ideas Un limited: Antagonists

This hopes to be the first of a new sporadic series of looks at designing the core of an adventure. This first approach focuses on the enemy, building the adventure around what he is expected to do, rather than around…

September 24, 2004
Article archive

Game Ideas Un limited: Architecture

What do the buildings in our imagined cities and towns look like? There were practical reasons why ancient places looked like they did, and understanding some of these can give character to different parts of the world.

December 24, 2004
Article archive

Game Ideas Un limited: Character

Let's talk about that piece of paper with that odd name, impossible biographical data, and strange numbers on it. Why do we call that a character ?

July 30, 2004
Article archive

Game Ideas Un limited: Conflicts

The miniseries on alignment wraps up with some summary and a look at the corners not as the clear statements of position they are usually taken to be, but as the true places of tension between competing values.

January 30, 2004
Article archive

Game Ideas Un limited: Credibility

In a theory-intensive article, we consider exactly what it is we're really doing when we role play that is different from most other activities, and how we do it.

August 20, 2004
Article archive

Game Ideas Un limited: Dreams

The thirteenth quarter of the series wraps up with a look at the connection between dreams and memories, in addition to providing a free look back at the previous dozen articles.

December 17, 2004
Article archive

Game Ideas Un limited: Fish Pond

Some thoughts on human interactions and social perceptions are offered in the context of better understanding character relationships and decisions.

May 7, 2004
Article archive

Game Ideas Un limited: Fog

Would the game be more interesting, at least sometimes, if the players had less clear an idea of what was really happening?

January 23, 2004
Article archive

Game Ideas Un limited: Freedom

The intermittent examination of alignment looks at another badly misunderstood aspect, and discovers again that there is something here near and dear.

September 10, 2004
Article archive

Game Ideas Un limited: Hordes

Practical methods of creating armies for use in play make the dream of a great, grand, and glorious battle a bit more attainable.

April 23, 2004
Article archive

Game Ideas Un limited: Hospitality

In some worlds and some cultures, the traveler can expect others to provide a safe place to stay. Does that happen in our game worlds, and what impact does that have?

April 9, 2004
Article archive

Game Ideas Un limited: Idiomatic

Misunderstandings arising from the nuances in how we use language are the subject this week, with a few real-world examples and some ideas of how to involve such cultural and linguistic confusions in play.

October 8, 2004
Article archive

Game Ideas Un limited: Impressions

Realistically, the people our characters meet are going to judge them by what they see at that first meeting, and after that everything will be filtered through those first impressions.

October 1, 2004
Article archive

Game Ideas Un limited: McGuffin

In designing quest-style adventures, one of the critical questions to be addressed is for what we are questing. More to the point, why do we want this?

May 21, 2004
Article archive

Game Ideas Un limited: Memories

In our free quarterly wrap-up, we think about the randomness of memory, and how that can be used in play, as we also glance back at the past quarter of articles.