Note: Invisible Sun is now available for preorder, which gets you bonus material! When I was a kid I liked to look at all the...|
When designing a roleplaying game (or setting), one of the first questions you ask yourself is, “What do characters do in this game?”...|
When I created Numenera, I wrote in a design diary that I didn’t like character creation. I said that I like getting right...|
I’ve written in other venues about the “thrill of the hunt.” And by that, I mean the hunt for that one back issue...|
I’ve always known that in the world of Invisible Sun—the Actuality—death is not what we think it to be here in Shadow. Death...|
Spells, rituals, and so on in RPGs rarely feel like magic in fiction or real world occult studies because they’re usually so straightforward and...|
I am learning as much or more designing Invisible Sun as I have during any other design. It’s as though the game itself...|
Depending on your point of view, it’s either enlightening or disheartening to look behind the curtain of a game’s design. Enlightening perhaps,...|
Although Invisible Sun has been in the works for a long time, only now am I actually putting words to paper (so to...|
In conversations over the last few weeks, I’ve found myself talking about Numenera to interested people–not so much the rules, or the setting,...
There’s a well-accepted “truism” in the tabletop industry nowadays: Adventures don’t sell. There’s only one problem with this bit of truth–it’s not true...
The Numenera corebook’s design and development are complete. There’s still a lot of editing to do, a few illustrations and maps to complete,...