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.

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.

February 11, 2005
Article archive

Game Ideas Un limited: Happy

Coming back to the question of why we roleplay, this article turns to the particular question of whether we would pretend to be someone else if we were happy with who we really are.

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.

January 7, 2005
Article archive

Game Ideas Un limited: Legacy

Everyone wants to leave his mark on the world after he's left it behind. There are many ways to do this. Which of these motivate your player characters?

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?

November 21, 2003
Article archive

Game Ideas Un limited: Memoriam

The one hundred thirtieth article in the series gives thought to why we want to remember what has gone before while taking a free look back at those entries which have made up the tenth quarter.

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.

April 11, 2003
Article archive

Game Ideas Un limited: Negative Points

We return to the thoughts discussed in CharGen to look in more detail at randomized and point-based character creation systems, and explore some unusual solutions to their respective problems.

February 25, 2005
Article archive

Game Ideas Un limited: Niche

New game designs sometimes tackle genres and ideas with seemingly limited appeal. What is the motivation for such narrowly focused games, and have they any hope of success?