arcandio's mad ravings

gamedesign

A continuing series on the #CommonComplaints of #FateCore

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A continuing series on the #CommonComplaints of #FateCore

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I just released The Lost Soul Blues, a short dark-fantasy #ttrpg set in Hell.

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I know what I Like
And I like what I know
— Genesis

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A continuing series on the #CommonComplaints of #FateCore

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A continuing series on the #CommonComplaints of #FateCore

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A continuing series on the #CommonComplaints of #FateCore

Now this is a hard one, because it can be true. But at the same time (at the risk of being called out for “whataboutism”) D&D and other systems often have identical mechanical events that just aren't phrased the same way.

The basic problem goes like this: The core resolution mechanic of Fate Core has too many steps to determine success or failure:

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Fate gets a lot of hate on social media. Some people hate it, some people love it. As a designer, I want to know what the issues are, so that I can avoid them in systems I design, and patch them in games that I write using Fate.

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Hint: they serve fundamentally different purposes.

I'm writing this post sort of as a way to collect my thoughts before diving into a particular design challenge in this vein on #ATSD.

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I seem to write a lot of stuff phrased as a question when I intend to give a specific answer. This is not that. I'm not sure, but I've got some thoughts.

Disclaimer: I'm sick and I have no plan for this post. It's going to be hard to follow.

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