An Amusing Dungeon
This week M. Joseph Young takes us into the scariest dungeon of them all: a good, old-fashioned amusement park.
Aptrusis
The author looks at problem solving and how people think as a way of considering how puzzles best work in game worlds.
Conned into Having a Good Time: The ApartmentCon! Adventure
Live game demos are a little bit controversial in the gaming industry. A lot of people will tell you that you can not sell a game unless you demo it. On the other side of the fence, however, is the very good advice that…
Deceased
Death is part of the fantasy. But do we take it seriously? M. Joseph Young looks at how we react to death, and compares that to the experiences of our characters.
Empiricism
M. Joseph Young tackles David Hume's assertion that our imaginations are limited by our experience, and considers particularly what that means for creature design.
GIU: Introduction
This is it: the first column published on the new site. M.J. Young hits us with an introduction to Game Ideas Un limited. He writes about himself, his background, and all the fun stuff we can expect in the coming weeks.
Incomplete Games and Necessary Supplements
It's a perennial question: why do role playing game companies publish games that aren't complete, and then release perpetual streams of mandatory supplements?
Invisible Coins
One of the authors of Multiverser gives us a glimpse into how strange game designers really are. Sometimes they can see things that aren't there--but perhaps if you knew what to look for, you could see them, too.
Learning
There's always more to know, and if you keep you're eyes and ears open you can know more.
Left Hand
If you've thought four-dimensionally, if you've ever said, "Your other right", maybe it's time to think about our sense of direction on the stage of our imaginations.
Left or Right?
Do the choices we make really make a difference? MJ gives us a look at a different way to 'Map the Dungeon.'
Living in the Past
The author waxes nostalgic for a bit, and calls our attention to game ideas which might be forgotten if we don't remember them.
Monster Design
What makes a good monster? Here are some design ideas that might help any game in which referees are inventing their own creatures.
Morality and Consequences: Overlooked Roleplay Essentials
Almost twenty years ago, shortly after I first discovered Dungeons & Dragons and the 'grand thought experiment' which is role playing, I was regaled with the arguments of those who believed that this wonderfully…
My North Wall
This article reminds us that even when looking at ordinary things it's not always what you see but how you see it that matters.
Over My Shoulder
We look back on looking back by looking back, and so prepare to look forward.
Pay Attention
The author reminds us that if you want to create stories and worlds, you have to notice what you see.
Screen Wrap
M. Joseph Young reveals a sadistic streak as he suggests several ways to get player characters completely lost and confused.
Snow Day
Those of you feeling the heat of summer may appreciate this refreshing moment in a cooler place.
The Source of Law
In which the author looks at how the origins of our laws define our societies, whether fictional or real.
Transmats
Matter transmitters. We've all seen them countless times in science fiction books, TV shows, and movies. Now, M.J. Young exposes all those little and oh-so-important details we don't ever hear about. Now, "Tea, earl…
Who Should Do Reviews?
In this second installment of their successful Point-Counterpoint series, Ian O'Rourke and M.J. Young debate the qualifications of game reviewers.
Who?
The philosopher told us, "Know thyself", but in fact most of us do not know ourselves nearly so well as we know our characters. This idea explores what it might be like if we knew them as poorly as we know us.
