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game design Archive
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X-Com RPG – Beyond Combat: Running the Organization
Posted on 2011/01/13 | 4 CommentsToday we’re diving deep into the workings of this extensive organization. I hope you enjoy the ride. I’m quickly getting to the point where I need to compile all this […] -
X-Com RPG – Design Decisions: Building Tension with Time
Posted on 2011/01/10 | 2 CommentsCollaboration: Strength in Numbers In X-Com, soldiers die a lot. Those that don’t die get better, but then when they die it’s just all the more loss for you. All […] -
X-Com RPG – Drop-Team Gameplay (with Video)
Posted on 2011/01/07 | No CommentsExploring X-Com Gameplay Today’s post continues the Exploration from yesterday of trying to capture that the particularly moving ambiance and ooh-ooh special feeling of perhaps the best video game ever […] -
Stories that Shape Us: Vulnerable Heroes – X-Com RPG
Posted on 2011/01/06 | 7 CommentsX-COM – UFO: Enemy Unknown and its sequels from the early 90’s are often hailed as one of the best video games ever made. I only played the original, just […] -
Leverage is for Elves Too (Part 2)
Posted on 2010/12/10 | 1 CommentIn my first post on using Leverage RPG to tell heroic epic fantasy stories, I identified some areas of the ruleset designed for the caper genre that would need to […] -
Leverage is for Elves Too.
Posted on 2010/12/10 | No Comments“It’s not about the money. I want to bring that corrupt wizard down so he can’t ruin anybody else’s life like he did ours.” “I see. Men like him are […]