Invisible Sun Design Diary 3: Visual and Tactile Design
I am learning as much or more designing Invisible Sun as I have during any other design. It’s as though […]
Invisible Sun Design Diary 3: Visual and Tactile Design
I am learning as much or more designing Invisible Sun as I have during any other design. It’s as though […]
Invisible Sun Design Diary 3: Visual and Tactile Design
Depending on your point of view, it’s either enlightening or disheartening to look behind the curtain of a game’s
Invisible Sun Design Diary 2: Acquiring Different Abilities with Different Experience Points
Although Invisible Sun has been in the works for a long time, only now am I actually putting words to
Invisible Sun Design Diary 1: Stats
One of my favorite parts of games design is working with artists and Bear, our art director, to bring the
Update: We’re Kickstarting a reprint and new adventures for No Thank You, Evil! The 5-year-old girl (“I’m going to be
Lich Monkeys, Mermaids, and Piggies: Taking No Thank You, Evil! for a Test Drive!
Update: We’re Kickstarting a reprint and new adventures for No Thank You, Evil! When we set out to make a
Designing a Game for the Whole Family
Update: We’re Kickstarting a reprint and new adventures for No Thank You, Evil! No Thank You, Evil! playtesters getting into
Playtesting No Thank You, Evil!
I’ve written many art orders over the last two decades. From a game designer point of view, an art order
In conversations over the last few weeks, I’ve found myself talking about Numenera to interested people–not so much the rules,
There’s a well-accepted “truism” in the tabletop industry nowadays: Adventures don’t sell. There’s only one problem with this bit of
Adventures! (Numenera Product Line-Up, Part 2)
The Numenera corebook’s design and development are complete. There’s still a lot of editing to do, a few illustrations and
This weekend, I finished making the last few adjustments to the Numenera rules based on playtester feedback. Sean Reynolds, the
Numenera Product Line-Up (Part 1)