The GM’s Guide 7 – High Difficulty Part 2
One podcast wasn’t enough. Today we dig further into why High Difficulty is the sonic screwdriver of rpg adventure design and how to implement it successfully into a campaign. You can listen to it here.
One podcast wasn’t enough. Today we dig further into why High Difficulty is the sonic screwdriver of rpg adventure design and how to implement it successfully into a campaign. You can listen to it here.
A lot of designers, writers and artists I work with often have an impulse to do things differently. Differently than what? Differently than whatever is normally done of course. Why? Because it’s more creative! Imagine applying this thinking to fields where success and failure are more clear and objective. Why are you trying to cure this […]
Last weekend Reuben and I got a chance to interview the creator of the incredible Multiverse tool for MTG set creation, the man who discovered a way to perform computations MTG cards and the entity that finally proved why Phasing should return to standard… And it was all the same person! You can listen to the whole […]
My favorite level of the game. Check out how these designers build multiple routes into an entirely linear level. Clever health pickup placement, checkpoint design and one of the most infamous hallways in videogame history make this one to remember.
It’s up! High Difficulty is the sonic screwdriver of RPG design. While not technically necessary, it does SO many things, comes with SO many advantages to make your games extremely difficult that I can barely imagine a running a game without it. You can listen to it here. Or subscribe on iTunes. Subscribing makes the […]
A surge of crunch time at work unfortunately prevented me from recording Episode 6 of the GM’s Guide until today. After I run an errand or two I’m going to sit down and get podcasting. Sorry for the delay. I’ll be recording episodes in advance this weekend to prevent this happening in the future.
The people have spoken, they desireth the DM’s guide podcast on iTunes. As a kind and merciful dungeonmaster, I have provided. However, I did have to change the name to “The GM’s Guide” for two reasons. First, because this podcast really is applicable to any RPG and even a lot of games beyond it. GM […]
I’ve lost count of how often I hear people respond to a design problem with, “just design it better”. One example is the detective vision mode in the Batman Arkham series, which has been used in many similar titles, entering a special vision mode that shows you the items you can interact with more clearly […]
Remaking Magic is back with a great fan-made card to analyze and a wickedly interesting discussion of how player archetypes actually work in game design. We also tackle the controversial censorship of a major magic site by the wizards that live along the coast themselves. Youc can check it out here.
Why are enemies we breezed past in the first level so hard here?! No more waiting around, in this stage you’ve got to MOVE to survive. Today we dive into the ingenious design of Castlevania’s first momentum-based stage.