Arcane Game Lore

Notes for tonight's game: TPK!!!

Archive for the ‘Game Design’ Category

Modular Initiative – Steal this Mechanic —

For some time, I’ve been meaning to write an article on initiative. Initiative is one of my pet peeves in most games. It’s not because they’re doing it wrong, it’s because they’re doing it inefficiently. If you’re one for uber realism and you need a complex rule-set to simulate combat, that’s fine and I hope [...]

Designing Out Loud – Void Jumping —

This post is running a little behind as I’ve been swamped with end of semester projects. One down, two to go.  Next week’s post might get impacted as well. My last two articles (one, two), part of the November RPG blog carnival, talked about the unexpected in Void Jump travel. In this article I want [...]

Creating Star Maps – part 3 —

In this installment we start adding bells and whistles to the star map generation process I described in my earlier posts (part 1, part 2).  Specifically, drawing connections between star systems and labeling them with the distances. It’s been a while since I posted on this particular topic as I simply haven’t had a chance [...]

Creating Starmaps —

I’ve mentioned the community designed Spacer RPG in a previous post.  In that G+ community, the call went out for building star maps for the game.  As an astronomer, I wanted to take a stab at creating a “realistic” map, by which I mean something built on actual stellar statistics and such.  I had most [...]

Designing Out Loud – Skill System – Skill List —

Okay, now that we’ve talked about the skill resolution mechanic and skill improvement costs, it’s time to start looking at the skills themselves.  As I mentioned in the previous post, this system will have broad skills divided into even broader skill categories. The Skills This week’s post will just be the skill categories and the [...]