#8: Decisions, Decisions (09/22/2011)
Player decisions as the heart of game design.
Player decisions as the heart of game design.
#7: One Rule to Rule Them All, Part 2: Players, Characters, Flavour (08/19/2011)
Sub-systems for separating PCs and NPCs, providing flavour and more.
Sub-systems for separating PCs and NPCs, providing flavour and more.
#6: One Rule to Rule Them All, Part 1: Conflicts (07/21/2011)
Special rules for different conflict types.
Special rules for different conflict types.
#5: Power Overwhelming (06/22/2011)
Designing special powers.
Designing special powers.
#4: Arms Race (04/20/2011)
Mechanics for character advancement.
Mechanics for character advancement.
#3: Who's the GM Here Anyway? (03/23/2011)
Mechanics that grant players narrative power in the game.
Mechanics that grant players narrative power in the game.
#2: I Fell and I Can't Get Up (02/23/2011)
The "death spiral" mechanic.
The "death spiral" mechanic.
#1: When the Juice Runs Out (01/19/2011)
The use of resources in game mechanics.
The use of resources in game mechanics.

