Members
Speculative Physics
#50: Territories: The South - Flux and Transformation (02/26/2008)
Discussion of the rate of change in a roleplaying game.
#49: Territories: The North - Roles (12/21/2007)
A geography of GM and player roles.
#48: Territories (10/19/2007)
The open space for RPG design.
#47: Maps (09/21/2007)
Maps, graphs, and RPGs.
#46: Metagames of Astral Space II (07/25/2007)
Socket theory and players.
#45: Metagames of Astral Space I (05/25/2007)
Crafting an ur-game.
#44: Returning Home (04/13/2007)
A return to the Homeworld project.
#43: Beneath the Table (03/02/2007)
Creative agendas, player motives, and RPG designs.
#42: Origin of a System (01/19/2007)
Learning and growing as a game designer.
#41: Coming of Age (12/22/2006)
Initial refinements of the "Coming of Age" game.
#40: Rule Number One (11/22/2006)
Have a good reason for any design decision you make, even the ones you didn't intend to make.
#39: Off the Line (10/20/2006)
Other ways to connect up RPGs.
#38: In Order (08/25/2006)
Sequential game design: when one game leads to another.
#37: Introspections (07/20/2006)
Completing a discussion of RPGs that give us insight into ourselves.
#36: Encountering Each Other (06/22/2006)
How RPGs allow us to learn from each other.
#35: The Game Speaks (05/19/2006)
Building learning structures into RPGs through foundations and other structures.
#34: Speaking in Patterns (04/27/2006)
Intuitive languages & expanding the RPG lexicon through game design.
#33: What Stays with You (03/24/2006)
Creating RPGs as tools for communication & understanding.
#32: Bloody Decisions (02/24/2006)
A diceless anime and manga RPG using stacks.
#31: Stacking Up (01/20/2006)
Using the stack, a finite structure, as a core for game design.
#30: Testing the Boundaries II: Putiing Things Together (12/28/2005)
Experimental RPG designs: making it more than just a game.
#29: Testing the Boundaries I: Taking Things Apart (10/29/2005)
Experimental RPG designs: removing core elements.
#28: Need for Speed (10/21/2005)
Fevered Pace, a new RPG that centers around speed.
#27: Groups Redux (09/23/2005)
More about mathematical groups (a core of Transmutation) as a building block of game design.
#26: Two for One (08/19/2005)
Two 24-hour RPGs: Transmutation and Savagery.
#25: Death of Culture (07/27/2005)
Describing the patterns and purposes of Drift.
#24: Zero Sum (06/17/2005)
A Zero-sum character development system for Drift.
#23: Technobabble (05/17/2005)
Using a theory of holistic design to create the game of Drift.
#22: Constrained by One Another (04/22/2005)
Content constraints in RPG learning.
#21: Patterns and Play (03/18/2005)
How patterns of content during RPG play can lead to learning.
#20: Role, Play, and Game (02/18/2005)
Stringing together roleplaying games from their three nominative elements and forming a theory of learning.
#19: Symbols and Machines: Formal Languages and RPGs (01/21/2005)
A description of formal languages, which can be abstract or even meaningless.
#18: Form and Meaning: Computational Languages and RPGs (12/23/2004)
A description of computational languages, which require precision.
#17: Growing Games: Natural Language and RPGs (08/19/2004)
A description of natural languages which grow organically.
#16: Speaking in Tongues (07/21/2004)
Describing RPGs as languages.
#15: Planning for Failure (05/20/2004)
Fixing problems in roleplaying games.
#14: Between the Steps (04/23/2004)
Completing the holistic design of a game of enlightenment.
#13: The Road Once Travelled (02/24/2004)
Continuing the holistic design of a game of enlightenment.
#12: Seeds of Enlightenment (01/30/2004)
A holistic design example for a game of enlightenment.
#11: Mathematics of Game Design: Probability and Statistics (12/23/2003)
Basic probability and statistics and their use in game modelling.
#10: Mathematics of Game Design: Game Theory and Related Concerns (10/31/2003)
Game theory, solvable games, and responsive strategies.
#9: Mathematics of Game Design: More Finite Structures (09/24/2003)
Using graphs and groups in game design.
#8: Mathematics of Game Design: Finite Structures (08/29/2003)
Detailing game systems as finitely described structures.
#7: The Homeworld Project 2: Modes, Grains, and Journeys (05/28/2003)
Continuing the Homeworld project with archetypes, technology, and more.
#6: The Homeworld Project (04/30/2003)
Designing an astral space opera.
#5: Juggling Desks: Players and the Statistical Metagame (03/26/2003)
Asking the right questions and modelling players when analyzing a game.
#4: Juggling Desks: Balance and Dice (01/29/2003)
Using statistics to balance a game.
#3: Fuzzy Alchemy (12/30/2002)
Bestial PCs and the d20 system.
#2: The Opposition Rests (11/27/2002)
Oppositional mechanics and Coming of Age.
#1: A Brief Introduction (10/28/2002)
Making the game system fit the setting: a holistic approach.

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