It's an absolutely wildly bonkers idea to mix creative storytelling with the mechanics of a game; that's why I made a blog to do just that. Ludicrus Gaming is my lair of mad gaming science. Tread with caution.
Tuesday, June 18, 2013
Update: What I'm Hammering Out
Scribbled by
Andy Hauge
2 comments
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Labels:
design
,
storygames
,
update
Sunday, June 9, 2013
dSection: And Then I Take My Turn...
Scribbled by
Andy Hauge
So, hi. That went nowhere fast. One weekend, I was at a con, then I came down with a case of "con crud", and the next week, I was off at a hospital helping to install and run tech support for my company's software. Now I'm back! Let's hope that I don't stay away quite so long next time. This time around, I'm covering Hollowpoint's unique initiative system, looking at how it encourages quick, violent action. As before: this is NOT playtested, and is possibly horrendously out-of-balance because it whacks up some core ideas in the game. I tinker; it's what I do with this post. Tinkering with things generally makes them blow up.
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Labels:
combat
,
dsection
,
hollowpoint
,
indie rpgs
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