These are all entries bearing the tag rpg.

  • It's Just a Flesh Wound
    Posted on June 21 2008 — game design, rpg, narratology, ludology — 0 comments

    Dungeons & Dragons 4E came out about two weeks ago, and I've had a few chances to look at the sourcebooks. I notice that scrolls of resurrection are still in the game—and no wonder. They're a staple, and after a while, you might really need them. It reminded me of something I've always wanted to talk a little about: times when narrative and gameplay collide.

  • Meeting Expectations
    Posted on December 23 2007 — game design, quake, half-life, rpg — 0 comments

    A pet project of mine (which I barely have time for, really) is a little MUD engine written in Python. I was thinking about implementing a “multi-handed” system for it; in other words, a way to let players and mobs have more than two anatomical hands. Actually, these “hands” could be anything; a prehensile tail, tentacles, a telekinetic “hand”, etc. In the end I sort of decided against it due to its complexity, but it made me think of something else, namely how players' expectations vary based on what you implement.