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Six words about role-playing games

According to tweetdeck, one of the trending:worldwide topics on twitter not so long ago was 6 word stories. In the past few months I've asked people to say 6 words about game design, programming, wargames, stories in games, casual games, zombie games, chance/randomness in games, innovation and plagiarism in games, and game sequels.

This time the challenge is this: say six words about role-playing games.

Siam Billionare

Siam billionare Is a game in which players must use skills About management To get that one.
Players must manage the funds and assets that are owned.Players can choose group. For instance Energy business; Communication business; Food business and other as infrastructure.Players must use their skills to manage funds ;
Management time and resources available.Players can Speculate on what could happen Such as speculation.
Players can expand their business To other businesses.The important thing in this game is the winner in this game requires skill and his own destiny.

Approached by broker

Last week I was approached by Games Play UK. They asked if I would be interested in having them represent my game Cannon in an attempt to get it into a big publishing house like Hasbro, Mattel, or Spin Master. They required that I send the rules, pictures of the game and a play overview which I did and they said they would review the game and make a decision in a few weeks.

The economic production cycle in games

This is a discussion of how some games include a cycle of converting resources through some means of production such as factories or agricultural facilities into assets that are usable to help succeed in the game. These assets are often physical things but can be capabilities or even victory points themselves.

November 2012 Miscellany

Thoughts about some game-related topics that are not long enough for separate blog posts.

Game tracker

Although I love games, I don't get to play them very often these days. This blog will track which games I played, with who, when and where, memorable moments, etc.

Can we characterize tabletop game publishers? Hard to say.

This post was precipitated by a question from a reader regarding how often or how persistent he should be in trying to get an email response from a publisher, after initial contact.

What it has become is an attempt to describe, up to the point of my limited knowledge, what tabletop hobby game publishers are like and how they work. I don’t know all the publishers, of course, and in particular I’ve never had any contact with German publishers. Yet I think I can tell new game designers some things that might help them understand how the industry works.

Another AV playtest with unsure results

Played another game of AV with Brian using the flat armor saves. Simple formula: Roll X or higher, defender rolls dice equal to successes and has to roll Y or lower. It was alright. Really hard to save considering most characters had saves of 2 or 3. Nearly all damage getting through.

Intentions versus Actions (in Game Design): a warning for new game designers

“[The road to] hell is paved with good intentions.” Traditional proverb

"You can't build a reputation on what you are going to do." Henry Ford

One reason why so many aspiring game designers “never get anywhere” is the confusion between intention and action. Different generations view this quite differently. Older people recognize that it’s what you do that is most important, not what you intend or what you say you’ll do or what you wanted to do. They're in tune with Henry Ford. Young people tend to believe that intention is so important that it can excuse a lack of action.

Second thoughts on the new system

Played AV with Brian today with the "new" system suggested by bgdf and bgg. The verdict: Booooooring. It works, I'll give it that. But hitting 9+ or 10+ was tedious. Sure, you'd get a hit or two, but most of the time it was complete misses. You felt like you were accomplishing nothing. No one wants that. It wasn't engaging. I was bored and I'm the damn creator!

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by Dr. Radut