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Archive for the 'Wild Blue' Category

Designing Again

Friday, February 22nd, 2008

I don’t believe I’ve shared this yet, but I’ve sort of been on an unofficial hiatus from game design. As in, I’ve just been too lazy to do it. At any rate, I’ve been bitten by the bug again, so I’m going back to designing Wild Blue. I’ve had some ideas regarding [...]

Viking culture in RPGs

Thursday, October 25th, 2007

My buddy Dean just posted this really interesting explanation of how Viking culture can be applied to the ‘points of light’ model that I discussed earlier. Some of this I’m not sure I can reconcile with what I have in place right now (such as it is), but other things intrigue me.
The idea of [...]

Points of Light

Monday, October 22nd, 2007

Recently I read an article in the electronic version of Dungeon Magazine that talked about a new philosophy present in 4th Edition: Points of Light. This is not a mechanical idea, but an idea that affects story and theme. It goes like this: the world is a dark place. Civilization is comprised [...]

A quick update

Friday, October 5th, 2007

Wow, it has been a long time since I’ve posted, hasn’t it. Alright, a quick update as far as thing that you can look forward to seeing on my site in the near future.
1. HeroCard Orc Wars: TableStar sent me the Ranger and Sorceress expansion packs a little while back so I could more [...]

Working on something new

Wednesday, August 1st, 2007

I’ve been working on something new lately. I don’t want to say too much about it, but I’ll tell you a few things, if you’re interested. First, it’s based on Saga, in a loose sense. Some of the mechanical ideas are similar, and many of the goals are the same, but I’m [...]

A player’s perspective on Saga and Wild Blue

Wednesday, June 13th, 2007

My friend Rich, who was in my Wild Blue playtest this past Saturday, recently posted a comment summing up his feelings on the playtest. I think it’s important that everyone see the player’s side of things rather than just mine, and I realize that not everybody looks at the comments on this blog; so [...]

Thinking versus Doing

Tuesday, June 12th, 2007

I agree with this post up to a point. I think that story fudging can be a lot of fun. I did a lot of that in my Wild Blue playtest on Saturday, in fact. There were a number of points during the story when I had one thing planned but, whether [...]

My Saga playtest, and another rules update

Monday, June 11th, 2007

On Saturday, I got together with my friends Mike and Rich, and Rich’s friend John, and we played some Saga/Wild Blue. All three players were Wardens (a sort of jurisdiction-transcending lawman), and were sent to investigate a series of murders in a tiny village called Tom’s Crossing. Mike played Thor, a hulking berserker [...]

Saga Update

Sunday, June 10th, 2007

Following a largely successful and very fun playtest of Saga using the Wild Blue setting on Saturday, I’ve made some minor updates to the core system. Of note is the fact that I changed the way pushing works in the game; rather than being based off of spending additional tokens, it’s based on how [...]

Wild Blue Playtest

Tuesday, April 10th, 2007

On Saturday, I went to my friend Mike’s house and ran a Wild Blue session with him and my friend Rich. I thought it was awesome. This was the first time that either of them had been introduced to either Gamecraft 2.0 or Wild Blue (aside from what I’ve shared on this website), [...]

 

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