Category Analysis

Why Performance Matters: A Consumer’s Take on the SAG-AFTRA Video Game Strike

If you follow the game industry then you’re probably at least passingly familiar with the SAG-AFTRA video game strike that’s going on.  If you’re not, though, I’ll do my best to summarize it:  SAG-AFTRA, a union of the Screen Actors Guild and the American Federation of Television and Radio Artists, is the union that represents […]

The Significance of Tracer’s Booty

I haven’t been terribly active lately, but sometimes I see a thing that just feels like it’s worth a comment.  Today, that issue is Tracer from Blizzard’s new first person shooter Overwatch, and her booty.  Now, I have been at most passively following Overwatch.  I’m not huge on FPS’s but I do really like the […]

The Significance of Final Fantasy VII

Depending on who you ask, Final Fantasy VII was either the most amazing video game of all time and oh my god if they could just please make a remake only they should let you revive Aeris this time OR it was mediocre at best and totally inferior to an untold number of RPGs on […]

Talkin’ ‘bout Dragons Part 2

Last time on Talkin’ ‘bout Dragons we discussed a lot of the issues that come with trying to use dragons in your RPG adventures.  Today I’m going to talk about ways to mitigate those issues and run really effective and fun encounters focused on dragons.  In the interest of being able to be specific and […]

Big Fights Make for Long Nights: The Boss Fight

Last time we did this I talked about marching armies and giant battles but now I’m going to talk about a different kind of big fight that can be equally problematic: the boss fight. A staple of video games, the term “boss fight” refers to a climactic encounter that is expected to put the player’s […]

The Five RPG Player Archetypes

Last week I talked about the five types of game masters and how they behave.  I’m always writing from a game master perspective because that’s the role I seem to always find myself in, but it was nice to think about things from a player perspective for a while.  I realized that I kind of […]

Maddening Mechanics 1: D20 Leadership

Maddening Mechanics will hopefully be another semi-regular series that I put out (similar to Gaming Habits), where I talk about specific game mechanics in RPGs or card or board games that are bad by virtue of either being too powerful, too weak, or just not interacting well with the rest of the system. So today, […]

Gaming Habits: Weaknesses and Dump Stats in RPGs.

“Gaming Habits” will hopefully be a semi-regular series that I do from now on that talks about common habits and behaviors that I’ve seen show up in games over the years. Hopefully it will be really fun. Today we’re talking about the tendency of players to give their characters what should be crippling weaknesses, but […]

Big Fights Make for Long Nights 2: That Fateful Battle

So in my last entry I promised to tell everyone about a lengthy battle scene that a friend of mine ran recently. I was an observer, as I had recently dropped from the game due to a combination of an extremely busy schedule and already feeling like there were too many people at the table. […]

Big Fights Make For Long Nights: Marching Armies in RPGs

Typically speaking, when we think of Dungeons and Dragons (or Pathfinder, Hackmaster, Munchkin, etc), we think of a scenario that greatly resembles the title of the worlds most popular RPG. A group of guys go into a dungeon, fight monsters (maybe a Dragon) and get themselves some loot. It’s the formula that the rules were […]