Two players at a table over the letters GOTHEGAMING OUTPOSTThe archive

The Gaming Outpost archive

M. J. Young

186 recovered pieces under this original byline.

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.

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.

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.

January 24, 2003
Article archive

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.

May 9, 2003
Article archive

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.

February 18, 2005
Article archive

Game Ideas Un limited: Discrimination

Not about racism or sexism, but a consideration of the cognitive processes of finding similarities and differences between objects and ideas, this article also serves as the quarterly review of all that has been covered…

August 22, 2003
Article archive

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…

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.

January 28, 2005
Article archive

Game Ideas Un limited: Escape

In another adventure design approach, the series considers how to give chase, such that the excitement of play comes from trying to outrun the danger.

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?

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.