For years, gamers have wondered why two of the biggest fantasy brands in the world, Magic: the Gathering and Dungeons & Dragons, couldn’t come together, especially since they’re both made in the same building.
How can you decide if the board game you’re working on could have make it to store shelves? Here’s a few quick ideas.
Dave recaps his 2014 as a freelance game designer in both tabletop and RPG, and learn how too much clicking can seriously derail a plan.
I see this a lot among game designers of all kinds, both new and experienced: “I really want to use [game mechanism X] but I worry it’ll be too much like [popular game].” I am here to set you free and tell you not to worry about that.
Lords of Waterdeep for iOS brings together two things I already like, so you can probably predict the result. So to say I was excited about these two coming together, announced months ago, would be an understatement. And thankfully, the end result is as good as I’d hoped.
I feel like this post should start with a Star Wars crawl: “It was a time of great change in Dungeons & Dragons…”
Around 2006-2007, I was involved with a small startup game company called Robot Martini. We focused at first on making small card games by friends. The whole thing didn’t work out. But we did make some cool games. Flash forward to 2012 when I heard a rumor that the company behind DriveThruRPG was starting their […]
Reflections on the story of Get Bit! and how it made the journey onto Tabletop, and what effects it has had on one game designer’s life.
It’s that time again. The year is new, and the resolutions are flying. Let’s see how my Will save goes this year.