Of Dice and Pools and RPGs
I know. I know. I know I shouldn’t be thinking about a new RPG system while I’m still working on a half-dozen other projects. But it’s November, you see. And that means National Game Design Month. I’ve...
View ArticleThe Problem of the Filled-in Map
Earlier this week I was a guest, along with the illustrious Colin McComb, on the Gamers Tavern podcast hosted by Ross Watson and Darryl Mott Jr. We were discussing world-building — specifically...
View ArticleGhost Punchers: the RPG
Several weeks ago on Facebook, I off-handedly mused about running a Ghost Punchers roleplaying game at an upcoming game convention. The Fine People of Facebook thought this was a grand idea, even...
View ArticleThe (Game) Mechanics of Ghost Punching
Before diving back into creating the Ghost Punchers roleplaying game, I’d like to take a moment to talk about two different types of RPG game mechanics: core mechanics and key mechanics. Core mechanics...
View ArticleA Ghost-Punching Companion
As I mentioned when I first brought up designing a Ghost Punchers roleplaying game, I really don’t want to spend time reinventing the wheel. That’s why I chose to base my game off Savage Worlds, rather...
View ArticleI’ve Got the (Ghost-Punching) Power!
The time has come. Yes, in today’s installment of “Designing the Ghost Punchers Roleplaying Game with Your Host Darrell,” it’s time to actually start writing up some new game mechanics. “About time!”...
View ArticleWhen Ghosts Punch Back!
This “designing roleplaying games” stuff is hard. Not because it’s hard to come up with mechanics for doing what the game needs to do, but because it’s hard to tell which mechanics are best-suited for...
View ArticleThe Essence of Punching
While discussing the Ghost Punchers roleplaying game last week, our discussion of how ghosts fight back against the living delved deep into a rabbit hole of potential game mechanics and how they all...
View ArticleFleshing Out Ghosts
As I’ve mentioned before, I don’t like reinventing the wheel. If a game system already has stats or mechanics for a thing, I’ll generally use them rather than create my own. With that in mind, I’ve...
View ArticleAshley Carpenter, Ghost Puncher
Last week, we took a look at the Savage Worlds stats for a typical ghost in the Ghost Punchers roleplaying game. This week, I’d like to look at the stats for a typical ghost puncher. To that end, I’ve...
View ArticleRole Reversal
I had a bit of an epiphany today while pondering narrative design in various types of game. Well, “epiphany” is probably overstating it. Angels didn’t sing or anything. But I did realize something: In...
View ArticleManifest Destiny… of Blood!
As I start preparing for my upcoming charity Ghost Punchers RPG session, it occurs to me that while I’ve discussed game systems that model much of the traditional haunted house experience, we’re still...
View ArticleFaster, Ghost Puncher! Punch! Punch!
The Savage Worlds RPG bills itself as “Fast, Furious, Fun” and mostly fulfills this promise. But when you (okay, when I) start tinkering with new systems for the game, it’s easy to get caught up in...
View ArticleCome for the Punching, Stay for the Powerz
While I’ve written about the power that ghost punchers can have in the Ghost Punchers RPG, I haven’t actually updated that list (if you can call something with two entries a “list”) since the latest...
View ArticlePortraits in Punching: Monica Harper, Ghost Puncher
This week I’m writing up the player characters for the Ghost Punchers RPG I’ll be running at Thanksgaming on Saturday. Since the files are hot on my desktop, I thought I’d take this opportunity to...
View ArticleAnother Puncher Joins the Fight
Since I’m counting down the days to my Thanksgaming session of the Ghost Punchers RPG this week, I’ve decided to share some of the player characters who will be dishing out spectral violence on...
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