www.juhanapettersson.com
- Become able to have idiosyncratic opinions. (This game is a forgotten masterpiece!)
- Develop an unreasonable hatred of a popular game. (Monopoly is too easy obvs.)
- Become able to recommend games for someone else's taste.
Not there yet but progress is being made!
- Become able to have idiosyncratic opinions. (This game is a forgotten masterpiece!)
- Develop an unreasonable hatred of a popular game. (Monopoly is too easy obvs.)
- Become able to recommend games for someone else's taste.
Not there yet but progress is being made!
- Learn enough about different designers that I can have faves.
- Understand BGG well enough that I can complain about the ranking.
- Get comfortable with the lingo. (Deck-building games, trick-taking games etc.)
(con't)
- Learn enough about different designers that I can have faves.
- Understand BGG well enough that I can complain about the ranking.
- Get comfortable with the lingo. (Deck-building games, trick-taking games etc.)
(con't)
(By "nostalgic" I mean, wistful for the past in a way that in no way implies I wish it would return.)
(By "nostalgic" I mean, wistful for the past in a way that in no way implies I wish it would return.)
There's a reason why pretty much none of this thinking is in the releases I've put together for a big audience.
There's a reason why pretty much none of this thinking is in the releases I've put together for a big audience.
- The characters succeed pretty much always when they try something.
- Sometimes I roll a single die if it feels like uncertainty benefits the game.
- I try to communicate genre as clearly as I can so players understand what kind of actions fit the fiction.
- The characters succeed pretty much always when they try something.
- Sometimes I roll a single die if it feels like uncertainty benefits the game.
- I try to communicate genre as clearly as I can so players understand what kind of actions fit the fiction.
- Build ensemble so that players and characters talk a lot with each other.
- You can always do stupid stuff. The results might be negative but something interesting is going to happen.
- I have a Powerpoint deck for each game with slides for NPCs, locations, etc
- Build ensemble so that players and characters talk a lot with each other.
- You can always do stupid stuff. The results might be negative but something interesting is going to happen.
- I have a Powerpoint deck for each game with slides for NPCs, locations, etc