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Weapon Strategies

Recently, I’ve been working on designing futuristic weapons for Cyber Run, a tabletop trans-dimensional RPG. I’ve found that most tabletop RPGs don’t offer interesting weapons choices.

  • 09/04/15
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Game Combat Systems

All tabletop RPG systems approach combat in a different way. This article takes a look at several dimensions of RPG combat systems and how bits of each system influenced the creation of Cyber Run.

  • 09/04/15
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Approaches to RPG Design

Every month, as I’ve been redesigning Cyber Run, a futuristic table top RPG, I’ve also been writing an article based on subject I was redesigning. This month I was going to write about skill systems, but after overhauling our attribute system, I thought it might be more helpful to other game designers to talk about different approaches to designing a game system.

  • 09/04/15
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RPG Character Attributes

Attribute scores are the foundations of every RPG character. Attributes determine the character’s epic qualities and their tragic flaws. In many video and table-top role-playing games, there has been a standardization of these basic attributes with a little variance determined by the focus of the game.

  • 09/04/15
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Game Hit Point Systems

The hit point systems in most games are crude, mostly meant to be easily integrated into the rest of the game system. A good hit point system needs to have a balance between what can work with the game system, what feels realistic, and what is fun.

  • 09/04/15
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