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The Gamer’s Choice

I’m on my second playthrough of Dragon Age 2, and I’m trying to make it end differently than it did my first time, because while I “won” the game, I was unhappy with many of the events surrounding the endgame, and I have a very strong sense that at least some of it is a […]

Pulling Teeth

More on lateral connections is coming, but I got sidetracked by a thought this weekend. Someone on twitter was talking about bringing “Roleplay” oriented mechanics, like Aspects, into 4e, but was worried that getting his players to RP would be like pulling teeth. I sympathize with this a great deal, so I just wanted to […]

What Not to Write

Thinking about other characters and how they can drive play lead me back to a thought that lives in the same orbit as the thinking in my Getting Villainy Done post. The hang up I’ve been running into is this: games are full of things that are _interesting_, but just because something is interesting as […]

Lateral Connections

One thing that has really been sticking with me about Dragon Age 2 has been (as is so often the case with Bioware titles) the relationships and personalities of your companions. Certainly, the arc of your hero is interesting, but it is the people around you that make it feel personal and compelling. DA2 does […]

Getting Villainy Done

So, I’m a (slightly lax) practitioner of David Allen’s Getting Things Done (GTD) methodology, which is a fancy way to say that I use a certain set of tricks for keeping useful to do lists. GTD has been incredibly useful for me in a number of ways. I’ve mentioned before how well it applies to […]

The Challenge is Challenge

I used to run out of inventory space on my D&D character sheets. I was utterly fascinated with packing just the right tool for every sort of situation, and I spent an unreasonable amount of time figuring out the lightest, most useful kit I could pack. As a player, it’s a lot of fun to […]

More Fun With Trappings, Skills, and Stunts

On a previous post, I talked a bit about how stunts, skills, and trappings were abstractions that had far more in common than is perhaps apparent on the page. Let’s dig into that some more. A review: a trapping gives you access to one of the basic Fate game moves under a certain narrative context. […]

Keeping Tempo in 4e

I often feel that the places that 4e falls down are often a result of false starts. The game may have the core of a good idea, but fail to pursue it far enough. One of the best examples of this is tempo – the pace of encounters. Historically, D&D has had a problem with […]

Breaking the Mould

There is no reason that 4e character classes could not be designed radically differently. WOTC has a clear template for them (a flawed one) and there’s a knee-jerk instinct to follow that same pattern, but I don’t think anything makes that necessary. I’d suggest that all that is really required for a functional 4e class […]

Fiction, Fairness and 4e

In my discussion of the role of skills in spotlighting character awesomeness in 4e (or more precisely, the lack of this) the counterpoint of solving the problem in the fiction of the game was raised and I think this merited some attention. There are a lot of issues with games – not just 4e but […]