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Fiddly Bits II
#15: FID 223: Analysis of die-roll methods (06/18/2002)
Analyzing die-roll methods
#14: Another Change (02/28/2002)
Redifining the direction of the column and introducing the new authors
#13: Character Classes, Part Two: The Nuts and Bolts (09/20/2001)
Put together a character class or two
#12: Character Classes (08/23/2001)
Providing structure to character definition pinpointing exactly what a class structure is
#11: In the Beginning.... (06/21/2001)
The beginning of the process of game design
#10: New Directions (05/18/2001)
A new plan for the column, talking about mechanics in the context of designing games
#9: In Defense of Heroism (04/25/2000)
Looking at common criticisms of character generation and heroic elements in games
#8: A Philosophy of Realism (12/30/1999)
Looking at the fuss made over the concept of realism in games
#7: A Philosophy of Fightin' Words (11/09/1999)
Examining Advanced Dungeons & Dragons in terms of reasonable combat results
#6: The Philosophical Question (05/18/1999)
Examining game mechanisms and the precepts on which they are based
#5: Whittlin' Fiddly (02/23/1999)
Shaving away at some of the details of a system
#4: How GURPS Slips Up (01/19/1999)
How to improve GURPS with characteristics
#3: How D&D Slips Up (12/15/1998)
How to improve D&D with archetypes
#2: Old-Fashioned Fiddly (11/17/1998)
The Fiddly of archetypes and character classes
#1: You Don't Know Fiddly (09/22/1998)
Looking at portions of games and analyzing them

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