Posted on November 29, 2004 by Flames
The Haunting House: a Twisted Strategy Board Game for 2 to 6 players is just one of several products offered from Twilight Creations, Inc. The object of this game, to get to the exit, sounds easy enough. Trap doors and sneaky opponents stand in your way from winning the game.
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Posted on November 29, 2004 by Flames
Plenty of articles deal with setting the mood for a horror RPG. As a result, I’m not going to tackle that topic. Instead, I’d like to talk about plot devices that, when in operation at a level of generality above specific mood elements, set the stage for creating a truly horrific RPG.
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Posted on November 29, 2004 by Monica Valentinelli
The .pdf is written extremely well, Tresca’s experiences within the gaming industry definitely shine through in his writing. The language has a conversational tone, and is written in the second person. While the intended audience is “zombie hunter,” the .pdf’s focus shifts back and forth from player to GM back to player again. Writing for a dual audience is no doubt challenging, however some information would have been easier to read only if it was organized differently.
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Posted on November 24, 2004 by Flames
When asked about the difference between writing and editing within the industry in this interview, Michelle Lyons stated:
Editing for a game is… nitpicky. When you’re writing, you have to get ideas down and make sure the core creative push behind the work is solid. You want to get the mechanical end right as well, but you have to make sure the creative foundation is solid. As an editor, you have to make sure the rest of the construction is to code, basically. You have to make sure rules are stated clearly (and mesh with the rest of the system), you have to make sure that presentation is consistent, you have to make sure all the numbers add up, and on top of that, you have to make sure that the text is solid in style and execution, accessible to the reader, and preferably not something the author won’t recognize or wince at when he or she looks at the final book.
From learning about Michelle’s first experiences in the gaming industry, to reading about her thoughts on where the industry is headed, read this in-depth interview for writer, editor, and game designer Michelle Lyons.
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Posted on November 22, 2004 by Flames
How did you get into gaming? Totally accidentally. Some jocks and preps and I were wandering the halls of our high school, looking for less popular kids to oppress. We found some nerds in the hallway, squatting on the floor and playing D&D. We kicked their asses, and they left their books behind when they […]
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Posted on November 22, 2004 by Flames
In this interview Toren tells us about his work as an artist on several RPGs and gives us the scoop on his band, Darkest of the Hillside Thickets.
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