Archive for the ‘Mechanics’ Category

Player Versus Player and Looting: A Call to Arms

Monday, September 7th, 2009

An often controversial aspect of MMORPGs is player-versus-player combat; an often controversial element of PvP is player looting, should it exist. Brazen PvP-mongers with shine-studded gazes, and squeamish non-PvPers who wish to keep their hard-earned swag, square off against each other in a perpetually stupid siege battle of Greek fire and trebuchets hurling projectiles of condensed fecal matter.

(more…)

A Grave Misconception

Monday, July 27th, 2009

A couple weeks ago when I started up my online Dungeons & Dragons campaign, I started listening to D&D-related podcasts. This helped me get back in the dungeon mastering mindset as well as give some ideas of new ways to challenge the party.

(more…)

End of the Grindstone, Finale

Wednesday, May 27th, 2009

It’s time to wrap this up. The Grindstone series was something I started back in January and I didn’t know what I wanted to say to conclude this issue. I don’t have a final solution, nor do I feel the issue needs more attention. The grind is there for a number of reasons, some of which are not changing, and some of which are changing slowly.

It is, however, at this time that new avenues which could result in a solution are being discovered.
(more…)

Instructions…a telltale sign?

Tuesday, May 26th, 2009

I’m just in a writing mood today!

This is a general pondering about game instructions, how and when they’re used and what it means if they’re not. Instructions are essential. Period. If someone can play your game based on assumptions, then something is wrong. Either your game is a knock off (or too common), or it’s too simple.
(more…)