Last Sunday I published the beta version of rules for Eldritch Sigils. This is a game I have been working on for about five years. I have actually published earlier drafts over the years but this was the first time it actually has consistency and it is actually playable.
This has been a long process and one that is still in the works. But now that the rules are “out there” I thought it would be a good chance to talk about them. Since game design is quite an interesting topic I hope that sharing my process might produce new ideas or at least be curious.
Again, there was a short-form scenario contest at Ropecon. I managed to play in six of them, including all three that received a prize. I gave some feedback to the designers on individual games, but now that I can see the bigger picture, I’d like to point on some commonalities and offer critique that I hope will lead to more fun for everyone in the future. Continue reading →
Summer is almost here and traditionally it’s time for new games and campaigns. I’m actually going to start two new campaigns during this month. So I decided it might be interesting to discuss about how I do it. I’m not saying my way is the best but since it works for me I have no doubt it could work for others.
Of course, I’m not a real expert on the subject, but I do have some experience on. Furthermore, I am quite experienced in the field of software development and teaching. These two disciplines are actually quite similar and use a lot of the same principles.
I’ll be using an example of current standard, which might not be very timeless, but it is a way to showcase the process (or at least a process, because there are obviously many ways to do stthis).