Well, it’s finally happened. I’ve known for awhile that a few of my friends in our gaming group would be leaving at some point in the near(ish) future. That time has come. I haven’t quite worked out what’s going to happen between now and then, but there’s a fair chance I’m going to have to wrap up our campaign in two days’ time. I’ve planned for this. I’ve tried to steel myself for this. And yet, all I can think of is the last words of the tenth Doctor: “I don’t want to go!”. Forget about the words. I know I’m not the one leaving. Shut up.
Archives for November 2012
The long awaited adventures of Collateral Damage continue as they face their greatest threat: Dr. Doom! Mud demons, an ancient sorceress and DISNEYLAND! This is an issue you do NOT want to miss!
I bought a Wii U yesterday. I didn’t really mean to, it just sort of happened.
When I was first DMing, I spent a lot of time fleshing out every last detail and herding everyone around to each subsequent plot point on the Illusion of Choice Express (woo woo!). I’ve since learned that laying out some probable places to go and things to do is a good plan, and not to […]
This month is National Novel Writing Month (NaNoWriMo to all the cool kids). For reasons modern science cannot explain, I have decided to subject myself to this ritual. I walked into NaNoWriMo with a nonzero amount of hubris that was quickly shattered on the rocks of reality. It’s not that I thought I was going […]
Tracy Barnett is a good friend of ours that has waged a one-man war on his own spare time. With his second KickStarter game, One Shot, ending in just over two days I offered to chat with him a bit about his projects and his thoughts on designing open to the public as he has made a habit of doing. You can also read more of Tracy’s thoughts on that subject in posts he wrote for us earlier this year, Game Design and Openness and Designing in Public.
In which Chatty tackles a subject near and dear to his cold black DM heart: avoiding adventure bottlenecks. This multi-parter series starts with the basics: Skill-related bottlenecks.