Current Columns: game design
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| Rockets Away! by Ken Spencer Adapting Rocket Age to the D&D 5e system. [game design, cubicle 7, publishers, why not games] | Vehicle Combat (2018-09-27) |
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| Tales from the Rocket House by Brent Dedeaux Common language in a gaming community [game design] | Designing a Combat System, Looking Back (2018-03-06) |
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Archived Columns: game design
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| Behind the Curtain by Patrick Sweeney Starting & Running a Small Press Gaming Company [industry, firefly games, game design, publishers] | Og Design Journal III: Reality, Comedy, and Adventure Generation (2007-08-20) |
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| Brave New World by Charles Dunwoody World Building [game design] | D&D 5E: A Sandbox Campaign for 15th Level (2014-09-11) |
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| Chop Shop by Eric Brennan Rules Tweaks [game design] | Genre-Bending (2003-09-16) |
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| Designing Prestige Classes by Ruben Smith-Zempel The design of d20 prestige classes. [game design, 3e, dungeons and dragons] | The End of All Things (2008-10-02) |
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| Elements of Gaming by Brian Gleichman Elements of Gaming [game design] | Elements of Strategy (2003-02-11) |
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| Fiddly Bits II by Larry D. Hols Game Archaelogy, Game University [game design] | FID 223: Analysis of die-roll methods (2002-06-18) |
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| Game Design: Step by Step by Gareth-Michael Skarka A Game Built, Right before Your Eyes ... Again! [game design, adamant, publishers] | Prometheus Whispered (2002-05-28) |
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| GlovE by Sergio Mascarenhas A Different Take on RPG Design [game design] | Racial Roles (2005-05-27) |
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| The Impossible Dream by Hunter Logan The Game Design Dilemma [game analysis, game design] | True Death (2003-07-17) |
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| Musings of a Would-Be Game Designer by Mike Martinez Designing Spacebuckler [game design] | Think Big...Think Game Line (2004-01-14) |
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| The Road to Legend by Jake Kurzer The design of the Legend RPG. [game design, industry, legend, publishers] | The Introduction to Legend (2012-02-29) |
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| Roll the Bones by Torben Mogensen About dice and other randomizers in RPGs. [game design, dice] | Shapes and Sizes (2007-12-13) |
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| Rough Quests by Sergio Mascarenhas A Different Take on RPG Design [game design] | How to SNGD Rough Quests, Followed by (Yet) Another Change of Course (2006-08-31) |
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| Speculative Physics by Mendel Schmiedekamp The Physics of Gaming [game design] | Territories: The South - Flux and Transformation (2008-02-26) |
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| Thinking Virtually by Shannon Appelcline The Computer/Gaming Interface [game design, board games, crpgs] | Strategic Coda: The Web Connection (2003-06-06) |
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| The Travels of Mendes Pinto by Sergio Mascarenhas Interactive rule design. [game design] | Not Dead Yet (2003-07-18) |
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| Under the Hood by Michael Pevzner & Rani Sharim How to design mechanics for your game. [game design] | Decisions, Decisions (2011-09-22) |
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| Wanna Fight? by Bryan Jonker Combat in roleplaying. [game design, combat] | Fifth Commandment (2002-10-14) |
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| Wind in the Flowers by R. Sean Borgstrom Revising an Existing Game, subtext Noblis [game design, hogshead, nobilis, publishers] | Editing, Development, and Production (2002-03-27) |
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