Impractical Applications (The Old and the Awesome)

Earlier this week, I talked about the implementation of awesome old people as characters. It’s been a bit harder for me in my games—the oldest character I’ve gotten to work with comes canonically pre-awesomed—but I’ve had a few opportunities to play with the concept.
One of these is Natesa, who shows up primarily in my main [...]

Impractical Applications (A Sample of Sidequests)

Over the last couple of days, I’ve talked about sidequests and how one might classify them. There’ve been plenty of examples in my games, some more so than others.
Exposition sidequests (or at least, sidequests with exposition-type traits) are common in my game, mainly because I have so many plot threads going on at once that [...]

Impractical Applications (Rank and Dialogue)

Earlier this week, I talked about characters’ speaking styles and how they might adjust for different people’s ranks. While it took me most of my time as a serious gamer to realize the extent to which I played with that concept, I’ve known I had something of an interest in it for a while—and certainly, [...]

Impractical Applications (Voice, Description and Snarky Tour Guides)

Yesterday, I talked about using a descriptive voice and a character voice to work with interactions and contrasts in tone. It’s not a coincidence that I came up with it this week.
One of the places my group is visiting over the course of their adventures is most easily accessed through the ruins of a city [...]

Tales from the Sketchbook: Natesa

A picture paints a thousand words; a picture with context can say a lot about a game; but explanations of the random sketches of an artist-gamer can say the most of all. In this series, I look at the just-had-to-draw-them images distilled from my games: what they are, what they mean, why they demanded drawing, [...]