Moments of Judgment–AAARRRGGHH!

Vincent is drilling into the nitty-gritty of how Points of Contact work over on anyway. In his most recent post, he calls attention to the “moment of judgment” that is required when providing mechanical teeth to wholly fictional input. In most traditional games, this often applies when the GM hands out situational modifiers for tactics, … Read more

Incarnadine Press–Sales 1st Quarter 2009

It’s been a very long time since I did this. Back in the ol’ days of 2005-2006, everyone was doing posting their sales numbers in service of the community. Nowadays, only drivingblind posts sales numbers. Since I’m at the complete other end of the spectrum from Fred, I’m going to post my numbers. In order … Read more

Little Game Chef — Done!

I just submitted a game for Little Game Chef. I hadn’t planned on entering, but I had a few nearly-sleepless nights this week, and a weird, geeky little game flowed out of me. It’s 110% derivative. I don’t think there’s an original bone in its tiny, 2-page body. The contest is anonymous, so I won’t … Read more

Putting Teeth into 4th Edition

I’ll be posting a little more about our D&D game this week. Kat did an awesome thing in yesterday’s game. She inserted an encounter in Keep on the Shadowfell and gave the thing TEETH. Here’s the setup: We’ve done two encounters in a row, and the entire party has used its daily powers. But, we’ve … Read more

The Dreamation Schedule is Up!

The Dreamation master schedule is up! The events that Kat and I are running are as follows: R143: Mouse Guard; “The Pirates of Rustleaf Temple” by Michael Miller. An INDEPENDENTLY PUBLISHED GAME from Archaia Studios Press – Part of the Indie Games Explosion! Mouse Guard is mice with swords! The autumn shipments from Rustleaf have … Read more

The Voice of the Revolution talks up Serial Homicide Unit

Paul and Brennan of Voice of the Revolution have reviewed Serial Homicide Unit in their latest episode. Their observations are insightful and enlightening, as always. It’s always gratifying when someone else understands what we’re aiming for in a game design. Thanks to Paul and Brennan for giving the game their thorough scrutiny. Give it a … Read more