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Month: October 2011

Gender and Role-playing Games

By John
|
October 25, 2011
| 1 Comment
| Game Design

We recently played How We Came to Live Here—a game about playing in a myth derived from the cultures of various Pueblo peoples. When I first picked up the game, I had concerns. One was about the appropriateness of my taking a role in a Native American myth, but that’s a post for another day. […]

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Systems, Assets and Making Things

By Kit
|
October 24, 2011
| No Comments
| Et in Arcadia Ego development

Sometimes, I think about game development in a computer-game-y way. Particularly, I divide system—procedures, rules, crunch, etc.—from assets—the pre-provided things you use to engage with those systems. As I’ve been working on Et in Arcadia Ego, and particularly thinking about how to make room for continuing content, I’ve realized that the continuing content has to […]

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Metatopia!

By Kit
|
October 19, 2011
| No Comments
| Et in Arcadia Ego development

I’ll be at Metatopia the weekend of November 4th, in Morrisotwn, NJ, representing Transneptune Games. I’ll bring Et in Arcadia Ego to play in its current form, and I’ll be officially running it at 8pm-midnight on Friday and 3pm-7pm on Sunday. If you’re there, come say hi!

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Game Tasting 2: How We Came to Live Here

By Kit
|
October 17, 2011
| No Comments
| Game Design

Game Tasting 2 closed out with How We Came to Live Here. It underscored the theme of this game tasting week, which is that expectations need to be managed. We went into it having not noticed quite how long set-up could take. After two hours of making characters and making the village, we were spent. Had […]

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Game Tasting 2: Annalise

By Kit
|
October 16, 2011
| No Comments
| Game Design

Thursday night was Annalise, a near-perfect game of Gothic horror. This was the best game I’ve played since Apocalypse World, with which it shares some ancestry. The game says that it’s “written in the tradition of role-playing games, but works in different ways”, and that’s true. It’s pretty deep in post-Forge indie-brain-damage land,1 but if […]

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Game Tasting 2: Lady Blackbird

By Austin
|
October 15, 2011
| 1 Comment
| Game Design

I was excited to play Lady Blackbird after the years and years of hearing people talk about it. Secrets! Airships! Magic! I was also curious how a game who’s core rules can fit on half a page would work given that the best rules section I’ve ever read was the very lengthy rules and commentary […]

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Game Tasting 2: Doom

By John
|
October 14, 2011
| 3 Comments
| Actual Play

So, when we were unable to muster the energy to play Misspent Youth, we decided to try out the board game Doom. At first, I had confused it with the game Frag—a frantic, devil-may-care interpretation of death-match style play. But Doom is more of the “first-person mode” interpretation. It’s from the same family lineage as […]

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Game Tasting 2: Do: Pilgrims of the Flying Temple

By Kit
|
October 13, 2011
| 1 Comment
| Game Design

Edited to add: I don’t much talk about the mechanics of the game in this post. If you want, I can expand in the comments. It’s pretty short and sweet. Last night, we played Do: Pilgrims of the Flying Temple, by Daniel Solis. It was a blast. Earlier that day, Daniel had tweeted saying that […]

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Game Tasting 2: Misspent Youth

By Kit
|
October 12, 2011
| 1 Comment
| Game Design

On Tuesday night, we went to play Misspent Youth, but didn’t succeed. There were a number of lessons we drew from this. The first was simply a logistical one. Game tasting needs a day of rest, somewhere in the itinerary. The prospect of 5 days of unbroken gaming is fine, but when you stay up […]

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Game Tasting Week 2!

By Kit
|
October 10, 2011
| 1 Comment
| Game Design

So, you might recall the game tasting we did a bit ago. We’re going to do it again this week! On the menu are: Monday: Lady Blackbird Tuesday: Misspent Youth (replaced with Doom) Wednesday: Do: Pilgrims of the Flying Temple Thursday: Annalise Friday: How We Came to Live Here As before, the discussion and dissection should […]

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  • Bully Pulpit Games
  • Daniel Solis
  • Deadly Fredly
  • Galileo Games
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  • Lumpley Games
  • Margaret Weis Productions
  • One Thousand One
  • Rob Donoghue
  • Ryan Macklin
  • Story Games
  • The Impossible Dream
  • The Mighty Atom

Categories

  • A Piece of Work development
  • Actual Play
  • Critical Theory
  • Et in Arcadia Ego development
  • Game Design
  • Game Design Community
  • Games Galore 2012
  • Lucid development
  • Play Process
  • Promotional
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