Two players at a table over the letters GOTHEGAMING OUTPOSTThe archive

The Gaming Outpost archive

M. Joseph Young

23 recovered pieces under this original byline.

June 8, 2001
Article archive

An Amusing Dungeon

This week M. Joseph Young takes us into the scariest dungeon of them all: a good, old-fashioned amusement park.

August 10, 2001
Article archive

Aptrusis

The author looks at problem solving and how people think as a way of considering how puzzles best work in game worlds.

September 21, 2001
Article archive

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.

August 3, 2001
Article archive

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.

June 1, 2001
Article archive

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.

July 27, 2001
Article archive

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.

September 14, 2001
Article archive

Learning

There's always more to know, and if you keep you're eyes and ears open you can know more.

September 7, 2001
Article archive

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.

September 28, 2001
Article archive

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.'

July 13, 2001
Article archive

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.

August 17, 2001
Article archive

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.

June 22, 2001
Article archive

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.

July 6, 2001
Article archive

Pay Attention

The author reminds us that if you want to create stories and worlds, you have to notice what you see.

June 29, 2001
Article archive

Screen Wrap

M. Joseph Young reveals a sadistic streak as he suggests several ways to get player characters completely lost and confused.

July 20, 2001
Article archive

Snow Day

Those of you feeling the heat of summer may appreciate this refreshing moment in a cooler place.

March 21, 2000
Article archive

The Source of Law

In which the author looks at how the origins of our laws define our societies, whether fictional or real.

June 15, 2001
Article archive

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…

February 12, 2001
Article archive

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.

August 31, 2001
Article archive

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.