Category: Nonsense


  • What’s On This Corpse?

    Random bits and bobs for when your players turn out the pockets of the recently deceased.

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  • The Map is Not the Gunfight (unless it is)

    The Map is Not the Gunfight (unless it is)

    Two of my favorite gunfights in film are the end of Way of the Gun and, well, pretty much any scene from the John Wick movies. I love how Way of the Gun’s finale really cares where the characters are relative to each other and what they do tactically to gain the advantage on each

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  • The Fear of Geometry

    The Fear of Geometry

    A phenomenon that I’ve seen crop up in different media is the use of geometric shapes as otherworldly counterpoint to the “normal” world. It’s eerie without being traditionally creepy, but I wonder if there is some base fear these portrayals are delving into or if it’s just become shorthand for unknowably alien.

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  • Star Wars, the LS Swap of Gaming

    On a long enough timeline, everything gets used to run Star Wars. This time it’s Cortex Prime’s turn!

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  • Falling Off the Tightrope

    Sometimes playtesting lets you know it’s time to stop!

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  • Do I Got a Hot Take on WEG Star Wars For You

    Do I Got a Hot Take on WEG Star Wars For You

    West End Games’ D6 Star Wars game was a constant companion through my college years. Despite experimenting with Werewolf: the Splatbooking and Shadowrun, my heart belonged to Star Wars and the bewildering amount of sourcebooks detailing people and places only loosely tied to the events of the films. To my knowledge, nobody made a sourcebook

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  • The Skill List is Dead, Long Live the Skill List

    Inspired by Rob Donoghue’s twitter screed on the secret sauce of skill lists, I’ll be going through some of my old designs. I’m curious how they look to me now. Buskit I’ve talked about my weird hack of Savage Worlds and Fate before. There’s ten traits, each with a number of specializations that let you

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  • FFG Fancy Dice Hacks

    My local group’s played multiple one-shots of Fantasy Flight Games’ Star Wars games. You know, the ones with the fancy dice. I liked some things about the system, but I definitely felt character creation was needlessly crunchy compared to the basic mechanic of “roll dice and interpret them like entrails”. I had all these dice,

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  • It’s Free RPG Day

    It is here, in any case. I’m throwing up an old homebrew roleplaying game my brother and I made after college. I was going to make some self-deprecating shame jokes at this point, but I don’t think it’s a bad game for the time. It’s mainly spliced together from pre-deluxe Savage Worlds and Fate 2.0

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  • More Tightrope of Peril

    Which system(s) are going to end up in my game meatloaf for this pulp action heartbreaker I’m thinking about? I’ve been reading up on a lot of the newer-hotness games as well as some older favorites. If I can just drift an existing game rather than Frankensteining something new out of parts, that’d be great.

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  • The Tightrope of Peril

    The Tightrope of Peril

    I’ve been working on a roleplaying game design alongside Insomniacs that’s either going to be a Star Wars heartbreaker or some sort of pulp action game. It might end up diverging into both. What Even Is Pulp Action? Action-adventure as a genre is far too broad, but the influences I’m talking about are cornerstones of

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  • Escape Pods

    This post is to accumulate the random nonsense that’s worth saving from my G+ feed. Designer Interviews Two interviews, both by Sean Nittner on his Narrative Control podcast. Both programs are insightful and even seem mutually exclusive at times, but taking only viewpoint here doesn’t paint as complete a picture of game design. The first

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