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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.

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.

The Wrong Null!

tl;dr: You can check whether a Unity.Object (including Component, GameObject, MonoBehaviour, etc.) is null using if (variableName), because it has an implicit bool operator that checks != null. If you’re trying to expose generic-typed properties in the inspector, you should constrain them with where T : Component or similar, or strange things may happen when Continue Reading

Unity Object Pooling

Object pooling is pretty simple, and I was put off a lot of existing guides and examples by what seemed like unnecessary complexity. Since then my own solution has probably got at least as complicated, but I’ll explain as I go; your mileage my vary.