Greetings, all! I'm finally back with another post. This time, it's what I'm gonna call my "update" post, where I give a little peek into what's going on, gaming-wise, for me. Just another way for me to keep people posted, and to keep content on the blog, eh? This time around, I've been meddling in some pesky game design, which can be loads of fun.
Tuesday, June 18, 2013
Sunday, June 9, 2013
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.