Designing progressive progression mechanics
In this article, I explain in detail how the progression mechanics for ChimborazoRPG work, as well as go into the problems I faced while making them and the decisions behind the solutions I settled on.
5-10 minute read.
Chimborazo design structure
This post takes a look at how Chimborazo RPG is structured mechanically. I prefer to introduce myself as a systems engineer rather than a game designer, and this is the reason why. Even though I am designing a game, I feel like the mechanics and the provided structure are the actual “game” part and if […]
Better gameplay: skill resolution
With this article, I’m starting an entirely new series on tacking problems in RPGs that aims to explore the ways we can speed up play and make it a smoother user experience by reducing the lag that happens when interpreting roleplay through mechanics. This streamlining process can be applied to everything, both during the session […]
Introduction to Balance class design
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 for each of them and, more importantly, the lessons I learned along the way.
On the topic of purple eyes and roleplaying experiences
In the world of Chimborazo, sometimes people have purple eyes. After all, it’s fantasy, so I’ve introduced a few extra colours into the gene pool. In a world with many many races, I think it reinforces the sense of wonder within the reader, and it helps that these untypical colours very rarely make an appearance. […]