If I have things to talk about regarding game design that aren’t specific to Mnemonic, they’ll go here.
Why So Sillious? |
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April 27, 2021 |
Twitter’s not working, so you get a thread in blog post form instead.
“Why are all your safety examples so…silly?”
No one asks me this but I think about it, so here’s the answer: I sometimes write silly examples for uses of safety measures first and foremost because I don’t think it’s fair for a reader to have to experience traumatic material in order to learn how to safely handle traumatic material.Read More... |
Addressing the Character | Writing |
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April 23, 2021 |
What if the rules were explicit about not talking to the player at all? |
What is Free Play? | PBTAHouse rulesSpitball |
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March 30, 2021 |
Powered by the Apocalypse games (and actually most roleplaying games) have a tendency to elide the part that tells us how to play roles. Can we talk about that, is that okay |
The Pennyway Rule | Forged in the DarkHouse Rules |
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January 21, 2021 |
A house rule for Forged in the Dark games that replaces harm, trauma, stress, and resistance with a more cohesive mechanic that grants players more agency over what happens to their characters within the story. |