Over the course of 2016 I have traveled a long but (surprisingly!) easy journey to simplify my writing practices by eliminating distractions from as much of my design tools as possible. Most definitely the biggest and most drastic change in this process was moving away from my go-to standard of[…]
I’m now facing a design conundrum with Motobushido and I’m hoping I can get some outside input. It regards the core conflict mechanic, the Duel. Currently and pretty much since the shift to playing cards way back when, the mechanic has been a one-to-three-stage procession of escalating violence and intensity,[…]
(Eek! I wrote this a few nights ago but forgot to set it to auto-post. So it’s a bit late. My bad!) This past weekend was Gamestorm 2012, which I like to call “Portland’s Annual Gaming Convention in Vancouver.” You can read about the convention in my post history and[…]
The continually awesome Rick Marcks has given me the second piece of artwork for Project H66. This one showcases the second of the two main art styles I’m hoping to involve in the printed book. Again, apologies for the watermark.
For a while now, I’ve been enamored with the idea of the motobushi each having an array of special empowerments at their fingertips, abilities which would let them bend certain rules to their favor in particular situations. While I’ve developed a hefty array of these powers, I’ve been struggling with[…]
Thanks to Jake Richmond, Ben Lehman, Mike Sugarbaker, and Joe Streckert for participating in the first-run playtest of Project H66, aka the Motorcycle Samurai game. Last night I got to see the First Founding and the character generation rules in action, and initial thoughts are mostly positive. Definite Success! Initial[…]