Tag Archives: amaranth

Connecting the Players to Your World

You have a bunch of players, and you’ve got a world you know they’ll enjoy playing in? Awesome!  And when they get there, they don’t care about any of that history or story, it’s just killing and loot, and you wonder why you bothered? Yeah, I get that.  When I feel that way, I start [...]

From Zelda, through D&D, to Amaranth

Let me say up front, that I love designing worlds, particularly ones where I’m going to tell stories within them.  Usually that means game worlds.  My favorite game system of all time (that I never played) is Aria, which won’t let you create a character until you’ve created the world, his nation, his city, and [...]

Zelda and Limitations Collide

So, yesterday I listed a bunch of limitations that my game has to contend with:

Looting required
Simple system or one people are familiar with
Generally short attention spans
Almost certain attendance issues
Needs some role playing for the GM

To which I need to add one more limitation that I’d forgotten about:

Fantasy setting

I also said that I found my answers [...]

PnP Game Design

I suppose in some ways this post will be obvious common sense.  That begs the question of why I should write about it at all, but I think it took me a while to really understand it myself, so maybe this will be useful to someone else as well.  As I described yesterday, I have [...]

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