I made 24XX: BANDIT a while back for Pretendo Games' 24XX Jam on itch. Of the two 24XX games I've made (BREACH being the first and simplest), I've run BANDIT many more times and its rough edges are more apparent now after a fairly lengthy online campaign. Like the Super Sabre, Super Hornet, and Super … Continue reading Super Bandit Development
Category: Game Design
Star Wars With Cortex Prime, Episode I
Two and a half years ago I wrote a series of posts about adapting Cortex Prime for Star Wars. I've had some sessions and learned some lessons since then, not just about StarCortexPrimeWars but also about what parts of the expansive Cortex toolkit work best for me. As usual, preferences vary, I'm not your dad, do what you like. Let's go.
Vocabulary is Magic
Finding the right words is worth it, especially when they're going on a character sheet. Take the time to nail the right vibe and your games will be better for it.
Glow in the Dark Hard Zones for Apocalypse World: Burned Over
Here's the Wasteland from Glow in the Dark reframed as Hard Zones for AW: Burned Over.