The Dichotomy of “World” Focus and Character Focus

All the WoTC versions of the world's greatest adventure role-playing game have put the player character into the foreground. Their character are supposed to be the most interesting thing to your players. I admit, at one time, I think I would have agreed with that. Why shouldn't the player be more excited and more emotionally …

Continue reading The Dichotomy of “World” Focus and Character Focus

Compromise

Game design is always a set of compromises. There is a space between what you see in your mind and what hits the table. You'd like to have an economic mechanic which models the price inflation that would occur in a city after a large dragon hoard was captured and dispersed among the city's merchants …

Continue reading Compromise