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Scrivener Tips: UI & Workflow

My NaNoWriMo regional group talk occasionally about writing software, and the prevailing feeling about Scrivener is that we all know it’s powerful and few of us feel like we can get the most of it. Let me show you the bits I like.

ttRPG System Choice

Punchier than previous attempts, here are some high-level thoughts about the distinctiveness of ttRPG systems. I hope these will help me get my head around what I want to run next, but they might also be useful if you are thinking of designing a tabletop RPG.

Rebrand (Again)

As part of a suite of life and tech changes, I’ve brought the blog back to Somewhat Unlikely, where I intend to bring together various topics that I’m tempted to blog about (especially those that haven’t previously had much of a place).

Whose fault is this?

Last time I wrote about reducing frustration in tabletop RPGs, including a lengthy suggestion for resetting the baseline of combat so that the minimum result of a combat action is still a little bit of progress. Near the end of that discussion I hinted at why it is better to be dodged than to miss, Continue Reading

Players Shouldn’t Miss…

It’s been another two years since I posted anything, and apparently I had made the blog private, so nobody has been reading it anyway. Never mind. Today, a game design post, in tabletop roleplaying games but with underlying principles equally valuable (if not more) in video games.