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Articles in Critical Threats

Ultimate D&D Universe
Sunday, 14 Dec, 2008 – 12:10 | 3 Comments
Ultimate D&D Universe

In a way, the transition from the previous editions core setting to 4e’s core setting was an attempt not unlike the attempts by DC and Marvel Comics to clean up their continuity so as to allow new readers (players) an easier entry point and to recreate the continuity to fit together better. DC’s Crisis on Infinite Earths was the trend-setter there, but the analogue that works better for me is Marvel’s Ultimate line.

Paying the Buy-In
Friday, 14 Nov, 2008 – 17:46 | 15 Comments
Paying the Buy-In

When starting a new campaign (or even just planning a one-shot), it’s tough to get people into a new game. Thus, the game usually ends up being D&D. Now, there’s nothing wrong with it being D&D, but with so many RPGs out there, I enjoy a bit of variety when I can get it.

Why is it so tough? Because the “buy-in” total for the game is too high.

Reiner Knizia: “Creation of a Successful Game”
Thursday, 3 Jul, 2008 – 17:29 | 6 Comments

Dr. Reiner Knizia, one of the best known and most successful boardgame designers, was one of the Guests of Honor at Origins this year. I showed up to one of his panels, entitled “Creation of …

An Unusual Source for RPGs and Game Design
Thursday, 12 Jun, 2008 – 16:18 | 2 Comments

Here’s an idea I’ve been thinking about for a while, and is worth revisiting as you plan your next campaign or sit down to design the next great game.
Our biggest source of traffic is, of …

Precariously Balancing on the Edge of Game Design
Friday, 23 May, 2008 – 17:03 | 6 Comments
Precariously Balancing on the Edge of Game Design

Inspired by the discussion in one of my recent posts, I was surprised to hear that there are advocates AGAINST balance. The discussion was about RPGs, which have their own caveats as far as game …

Catch-Up Mechanics and that Damn Blue Shell
Friday, 9 May, 2008 – 11:26 | 13 Comments
Catch-Up Mechanics and that Damn Blue Shell

I think we can all agree that it sucks to be losing. In most games, it’s inevitable that someone will be losing. However, good games will try to convince every player that he has a …

The Teardown
Friday, 25 Apr, 2008 – 16:37 | 11 Comments
The Teardown

Let’s start with an analogy. Let’s say you’ve just written a short story for class in college. You hand it in to your professor, and get a B. There are plenty of editor’s marks on …

Design a Bad Game Exercise
Friday, 28 Mar, 2008 – 0:09 | 3 Comments

(This is a guest article by Stephen Glenn, designer of You Must Be An Idiot! and the Spiel Des Jahres nominated Balloon Cup. Stephen was responding to Jacob’s article about game design exercises, and gave …

Game Design Exercises
Sunday, 23 Mar, 2008 – 8:45 | 2 Comments

(This is a guest article by Jacob Davenport, designer of Covert Action and owner of Play Again Games. You can read more of his excellent articles about games and game design at his site.)
Every designer …

Game Doctors: Tales of the Arabian Nights
Friday, 28 Dec, 2007 – 16:31 | 3 Comments

A friend and member of my design group Jacob started a series of articles under the heading of “Game Doctors” to try and fix published games under our watchful eye. There are a few games …

The Perfect Game
Friday, 23 Nov, 2007 – 19:00 | 2 Comments
The Perfect Game

I was talking to a fellow designer a few weeks back, and we were discussing the designing a game for a specific audience. While we both agreed that it’s very important when marketing to someone, …

What… is your quest?
Friday, 9 Nov, 2007 – 20:19 | 7 Comments
What… is your quest?

When it gets right down to it, there are three main reasons I design games:

I look at a design and say “I can do that better.”
I have not yet achieved all of my “Holy Grails” …