#34: How to SNGD Rough Quests, Followed by (Yet) Another Change of Course (08/31/2006)
How SNGD applies to Rough Quests and deciding upon a setting.
How SNGD applies to Rough Quests and deciding upon a setting.
#33: Applied SNGD (08/18/2006)
D&D, HeroQuest, Prince Valiant, RuneQuest, Skyrealms of Jorune, Sorcerer, Te Deum, Toon, and Tribe 8.
D&D, HeroQuest, Prince Valiant, RuneQuest, Skyrealms of Jorune, Sorcerer, Te Deum, Toon, and Tribe 8.
#32: GNS? Oh No, Not Again! (07/28/2006)
Gamist, narrativist, simulationist, dramatist: a new definition of terms
Gamist, narrativist, simulationist, dramatist: a new definition of terms
#31: Status Quo at the Game System Level (07/14/2006)
System and setting descriptors.
System and setting descriptors.
#30: While in Rome Be Roman: Adventures of a Game Shopper (06/30/2006)
A European vacation and French games, including Te Deum and others.
A European vacation and French games, including Te Deum and others.
#29: Status Quo at the Setting Level (06/15/2006)
Measuring changes in a character's status quo.
Measuring changes in a character's status quo.
#28: Results as a Change of Status Quo (05/25/2006)
The purpose of results and the difference between setting and game system.
The purpose of results and the difference between setting and game system.
#27: Generating Action Results (05/12/2006)
Figuring out the results of actions, beginning with a look at combat and damage.
Figuring out the results of actions, beginning with a look at combat and damage.
#26: Randomization of Performance (04/28/2006)
Different ways to use randomizers, and a decision for Rough Quests.
Different ways to use randomizers, and a decision for Rough Quests.
#25: The Performance Stage in Action Resolution (03/31/2006)
Looking at different ways to combined attributes and skills in a resolution system.
Looking at different ways to combined attributes and skills in a resolution system.
#24: What's In an Action? (03/17/2006)
Looking at combat systems, starting with RuneQuest and initiative.
Looking at combat systems, starting with RuneQuest and initiative.
#23: Stat Scales (03/03/2006)
Finishing character description with a discussion of how to define statistics.
Finishing character description with a discussion of how to define statistics.
#22: Styles & Other Traits (02/17/2006)
Discussing more advanced traits for Rough Quests, using The Dying Earth, RuneQuest, and others as guides.
Discussing more advanced traits for Rough Quests, using The Dying Earth, RuneQuest, and others as guides.
#21: Acquired Knowledge, Combat, and More (01/27/2006)
Working out the kinks in the skill and experience systems outlined thus far.
Working out the kinks in the skill and experience systems outlined thus far.
#20: Skills and Experience Fields (01/13/2006)
How do you determine the breadth of an experience field for a skill?
How do you determine the breadth of an experience field for a skill?
#19: Discussing Skills (12/30/2005)
Moving on to skills for Rough Quests.
Moving on to skills for Rough Quests.
#18: Attributes and Characteristics Defined (12/16/2005)
A final definition of the core RoughQuest attributes and characteristics.
A final definition of the core RoughQuest attributes and characteristics.
#17: Breaking Up Stats (11/25/2005)
Returning to the question of attributes and characteristics
Returning to the question of attributes and characteristics
#16: Secondary Attributes (11/11/2005)
Considering secondary attributes, with a look at RuneQuest.
Considering secondary attributes, with a look at RuneQuest.
#15: A Closer Look at the Different Psychological Attributes (10/28/2005)
Selecting psychological attributes for Rough Quests.
Selecting psychological attributes for Rough Quests.
#14: Psychological Attributes (10/14/2005)
Considering a set of psychological attributes.
Considering a set of psychological attributes.
#13: Combining Attributes and Characteristics (09/30/2005)
Combining traits for finer game modelling.
Combining traits for finer game modelling.
#12: Attributes and Characteristics (09/16/2005)
Differentiating dynamic attributes and static characteristics.
Differentiating dynamic attributes and static characteristics.
#11: Sub-Dividing Coordination (08/26/2005)
Further breaking down physical attributes by looking at coordination.
Further breaking down physical attributes by looking at coordination.
#10: Breaking Up Physique (08/12/2005)
Further defining physical attributes.
Further defining physical attributes.
#9: Primary Physical Attributes (07/22/2005)
Specifying the physical attributes in Rough Quests.
Specifying the physical attributes in Rough Quests.
#8: A Broad View on Primary Attributes (07/08/2005)
Choosing attributes for Rough Quests.
Choosing attributes for Rough Quests.
#7: Which Descriptors? (06/24/2005)
Defining the methods for describing characters.
Defining the methods for describing characters.
#6: The Peoples of Rough Quests 101 (06/10/2005)
More info on the races of Rough Quests.
More info on the races of Rough Quests.
#5: Racial Roles (05/27/2005)
Analyzing races to use in a roleplaying game.
Analyzing races to use in a roleplaying game.
#4: Time for Some Roles (05/13/2005)
Different ways to define roles in RPGs.
Different ways to define roles in RPGs.
#3: From Realist to Gamist and to Cinematic (04/29/2005)
Limitations of realism in game design.
Limitations of realism in game design.
#2: Before Rough Quests (04/14/2005)
Describing the inspirations for Rough Quests.
Describing the inspirations for Rough Quests.
#1: A New Direction (02/02/2005)
Putting aside GlovE to create a new role-oriented ultimate fantasy RPG.
Putting aside GlovE to create a new role-oriented ultimate fantasy RPG.

