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During one of my consulting sessions, I told Ron one of my major design concerns regarding my current project is the concept of interdependence: it's a game about a group of people fighting things that should be well beyond the possibilities of the common human being. How do they do this? I want one of the answers to be "together".

Posted by: LorenzoC
07 Jan 2020
19 comments

Here's the second session with Justin Nichols as I test my current notions of a Design Curriculum upon him. Last time, we talked about the desireable "reward" cycle of excitement, engagement with the procedures, and inspiration. This time it's about a particular structural rubric you can find attached to this post.

Posted by: Ron Edwards
29 Nov 2018
3 comments

I like those diagrams so much that I feel lonely about it, and I was getting so irritated with being too personally talky during labs. that I was pleased to find the solution to both. "Bring your own," I said, and led a little curriculum through making them.

Posted by: Ron Edwards
21 May 2018
2 comments

That's four role-playing games, from 1984, 1998, 2003, and 2012. Each one is strikingly different from other games of its respective publishing era - at the very least interesting and ambitious, and in my view, worth a lot more than "at the very least."

Posted by: Ron Edwards
13 May 2018
8 comments