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Revolutionising the RPG

A blog on game design. Home of The Chimborazo Endeavour, Balance RPG, the science of Applied Game Dynamics, and much more.

Discord excerpts – a conversation on the power level of extra turns (filtered)

21:52]Hegemon (#chimborazo): Assume that all RPGs are turn-based (if you’re into card games, imagine one of those, should be the same thing). Turns govern the availability of the game’s fundamental resources – whether that’s amount of mana available, access to your character’s actions, etc. This is not a question, this is a statement, and one…
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Balance class design – Witch

Witch Allowing flavour to guide direction Traditionally known as “top-down” design, the idea of starting with the fantasy behind the idea and translating that into mechanics is as old as games themselves. For Balance, I want very strong themes intertwined with the mechanics on a deep level, in order to create a very flavourful experience,…
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Balance class design – Hunter

Hunter Fulfilling your game’s needs pays off From the very start, I set out to make Balance a rather small game that focused on what it was trying to do and ignore many of the complicated moving parts that are required to make a large-scale, fully fleshed out games. RPGs are very suitable for that…
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Balance class design – Warrior

Warrior Re-framing problems to solve issues Starting off with the first of the classes as they appear in the book, the warrior was relatively easy to design for. Even before I had figured out all of the class identities and their paths, it was very clear from the get-go that there WILL be a “melee…
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Balance class design introduction

In this series of articles, I will be exploring in relatively short form the design behind each of the seven classes in Balance. The goal is to provide a peek behind the curtain into what sort of thought process went into choosing the directions I’ve decided to take each of them – and the lessons…
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What’s next – 2019 – Quarter one and yearly synopsis

Here’s an overview of what I am working on at the moment and for the immediate future, and what I plan to do after that. As always, development on the main title (Chimborazo) continues all the time, regardless of anything else that’s happening, so that doesn’t need to be mentioned. First things first, these next three…
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Hearthstone “Fable to Staple” rules and guidelines

I’m starting a new series over on Twitter which I’d like to call “From Fable to Staple – turning bad cards into autoincludes with little tweaks”, where I take one under-powered Hearthstone card and make it over-powered with a slight tweak. It’s important to note that while a card may not be particularly strong, that…
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Lost and found

Greetings! My name is Nick and if you are here reading this, that means you have found something valuable that belongs to me. I couldn’t be more grateful and I would truly appreciate getting the item back, so below I will outline how to how to get in touch with me to arrange returning the…
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C.A.R.M.E.N.

Welcome to the introduction to the Card Appraisal and Rating Machine ENgine, also known as my friend Carmen, whom I’m teaching card games. Hearthstone in particular for the time being, though I look forward to the day where we might attempt to tackle Magic: the Gathering. The goal of this project is to teach her…
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Carmen says – Rastakhan’s Rumble

Over a year ago, when Knights of the Frozen Throne was revealed as an expansion, I made the inaugural post of “Carmen says”. Back then was the first “public” beta-test of Carmen’s ability to evaluate cards, and she didn’t know too much. With the announcement of Rastakhan’s Rumble, me and Carmen will be working hard…
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Designer’s glossary: non-choice

non-choice [nɒn-tʃɔɪs],[non-; nan-chois] One-time disclaimer on this first post – scroll down to the About section to learn more about the project and how You can contribute! noun The act of presenting your players with multiple options, one of which one is strictly better than the rest. This can either be done intentionally, in order…
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