


The Four Phases of Playtesting
Playtesting is the act of exposing a game to the intended audience to collect data related to design flaws, balance issues, player strategies, and player feedback. When you get down to it, playtesting is the act of game design in action. It is the process of improving... read more
Paleovet Design Diary 4: Further Design Developments
It’s been a while since I posted a Paleovet Design Diary, but work on the game hasn’t stopped. In Paleovet Design Diary 4, we’ll talk about how we’ve refined and finalized the mechanics of the game. Dinosaur Effects For starters, several... read more
Paleovet Design Diary 3: The Current Mechanics
The final version of Paleovet was more of a refinement of the initial idea than an overhaul. You can read about previous versions in the previous Paleovet Design Diary. As it turns out, the simplest answer was often the right one for many of the mechanics: We... read more
Producing an RPG Zine Adventure
In this post, I’m going to talk a bit about the process of producing this RPG Zine. I’ll discuss our process, the tools we used, and a bit of what we learned along the way.
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Building Good RPG Puzzles
Puzzles can be so many things: a coded message, the method for turning off the traps in a vault, or even the mystery of who killed the king. It is all just a matter scale. So, let us talk about building good RPG puzzles.
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