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Some Space to Think: February 2013
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Tuesday, February 5, 2013. My Kind of Stunts. Technically, this is for a Tempo game, but Tempo and Fate stunts are basically interchangeable, so feel free to think of them as Fate stunts. That said, there's something important to note about most of these stunts. Let's see if it stands out. First, there’s Cassidy, who’s affinity is “Broken Things”. What is Lovely Cannot Stay. State is a State of MInd. Next i...
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Some Space to Think: October 2012
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Thursday, October 18, 2012. Silly Name, Fun Idea. How can I interrupt? And 'how do you reflect faster characters? The core idea is portable to many other game designs. This was on my mind when I encountered another very common RPG occurrence - rolling to determine who to do something bad to. So, I was struck by an idea for handling this inspired by pass-around initiative, and thus the doomball [1]. The play...
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Some Space to Think: Dragon Age Actual Play
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Monday, January 4, 2010. Dragon Age Actual Play. Yeah, it's Monday, but I've been itching for this one, so I'll break my usual order of things. I ran a game of Dragon Age tabletop on New Years Day, and it went quite well. The positives I expected were there (as were the negatives) but I still ended up pleasantly surprised. In many ways, combat reminded me of D&D before attacks of opportunity. There's no...
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Some Space to Think: Task Reset Without Bankruptcy
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Tuesday, April 30, 2013. Task Reset Without Bankruptcy. I try to maintain a decent level of productivity discipline. I use Getting Things Done as a baseline of operations, but like most every GTD user, I have shamelessly bastardized it to my specific needs, pulling in other ideas from sources ranging from agile to energy mapping to child management to god knows what. The first is that I finally broke down a...
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Some Space to Think: December 2012
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Tuesday, December 18, 2012. User Stories and Adventure Design. Properly structured, a user story goes something like "As a [KIND OF USER] I want to [DO SOMETHING] so that [REASON]"[1]. For example, "As a student, I want to be able to buy parking passes online so I can park my car at the dorm". Take for example, a character driven by revenge. As KROM THE MIGHTY I want to FIND MY PARENT'S KILLER so that I...
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Some Space to Think: May 2013
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Wednesday, May 29, 2013. Being that sort of nerd, I have always tried to find a way that someone who has achieved philosophical mastery of a skill (the iconic example being Musashi and swordsmanship) to be able to reflect how that mastery affects the other things they do. This is one of those ideas that's either really obvious or makes no sense, depending on how you think about it. Links to this post. Succe...
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Some Space to Think: Limited Aspect Sets
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Thursday, May 2, 2013. Random thought while on the treadmill today that entails a drastic change in how aspects work in Fate, but which reflects a slightly different emphasis. Breaks down as follows:. There is a limit to how many aspects can be on a scene, possibly as low as three [1]. If the scene is full up, then you must remove. This works particularly well with Marvel Heroic style initiative, since it p...
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Some Space to Think: June 2013
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Tuesday, June 11, 2013. I'm shutting down this blog and moving over to walkingmind.evilhat.com. I'll leave the site up, but comments will be disabled, and I'll be blogging over there. In any case, I'll be locking down this blog over the next few days as Walking Mind gets turned up. Once again, thank you all. Since this will be the last post here, I will also leave the list of other places to find me online:.
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Some Space to Think: November 2012
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Some Space to Think. Mostly about games, but with occasional detours into other nerdy territories. Monday, November 26, 2012. Sci-fi and Fantasy author Kate Elliot has a fantastic post. The reasons for this translate wonderfully to an RPG context, and I'm going to lay out three bigs ones right here. 1 Every Skill Tells a Story. How to use this in your game:. 2 Every Skill is a Social Skill. If you stop and think about it, this is true of many groups. Think about your own life and consider how many of...