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Intuitive Gaming

Hold on a minute! A system for skills checks? Surely that’s heresy for those who prefer open-ended RPG gameplay based on player choice. Well, yes and no, as open-ended, intuitive gameplay seems to result neither from ‘kitchen sink’ rule sets nor limitless improvisation.

Instead intuitive gameplay appears to result from rules [...]

Orchids and Flames

Posted some new content for use in clone Renegade and module Hope. The magic items and companions/ monsters are intended to:

Add to the choice of mid- to high-level treasures. Replace a few of the more destructive, permanent high-level items. Suggest approaches to using currencies and treasures to flavour in-game cultures/civilisations. Provide extra [...]

RPGs and Enterprise

There are plenty of pages on the site about the benefits of RPGs in learning and teaching – plus links to a certain amount of related research. However, these benefits are mainly set out in the language of active learning, gamification and/ or design gaming. Within all that, design games, (i.e. games focused [...]

Hope

Hope, (our first adventure for Corruption, Renegade, S&W and the like), now has a basic visual skeleton. Various commitments mean that it’s going to take a couple of weeks to flesh-out the content, but some visitors might be interested in taking a look now – either to consider whether an open storyboard might [...]

Renegade

Cutting it a bit fine to complete 3 posts, play for 4 hours and finish tidying Renegade – but midnight UK is still just in range. This is a playtest version of Renegade, which is a cut-down version of our clone Corruption. It’s a straightforward Original Games rule set with the addition of [...]