attempting to be an amateur game designer, and giving my thoughts on my 10+ years of running and playing games (mostly 5e d&d)
they/them
life is hard. yet too soon past.
i would love to get some more experience with things like this and see what kind of lessons i could get out of it
i would love to get some more experience with things like this and see what kind of lessons i could get out of it
since mechanical definition is generally exclusive, defining what you CAN do also typically defines what you CAN'T do, and i've always been worried that bringing that into the narrative side of a game has risks
since mechanical definition is generally exclusive, defining what you CAN do also typically defines what you CAN'T do, and i've always been worried that bringing that into the narrative side of a game has risks
ICON, too, once that hits a more official release
but the synthesis of mechanics and story just tickle my brain
ICON, too, once that hits a more official release
but the synthesis of mechanics and story just tickle my brain