Archive

Posts Tagged ‘game design’

Chimera Basic Revisions

May 4th, 2011 11 comments

What to expect in the 5th printing

Read more…

Shifting Generic Gears

January 6th, 2010 6 comments

How I spent my Christmas vacation

Read more…

Parsing Tech Levels

December 16th, 2009 1 comment

Our tech goes (almost) to eleven…

Read more…

Alignment Tweaks

December 9th, 2009 6 comments


It’s all in the definition

Read more…

Skills and Finesse

November 18th, 2009 No comments

What you know and how you apply it

Read more…

Combat sans Hit Points

November 11th, 2009 16 comments

Fast fighting with realistic results

Read more…

Character Kits

November 9th, 2009 No comments

Blending mini-classes to build your perfect PC

Read more…

RPG Vehicles Decoded?

September 27th, 2009 1 comment

My mind is stronger for the rigours of game design…

Read more…

A Case for Traits

May 6th, 2007 No comments

Chimera traits and what they’re good for

Read more…

Wherefore Hit Points?

February 8th, 2007 1 comment

Hit Points — neither hits nor points…discuss

Read more…

It Is Done

May 30th, 2006 No comments

Announcing the publication of The Chimera RPG (Huzzah!)

Read more…

When to Start Procrastinating

July 18th, 2005 No comments

Chimera: A Case Study in Putting Things Off

Read more…

Categories: Blog - Smale's Tales Tags:

The Merits of Playtesting

November 15th, 2000 No comments

Design by Bosler

Read more…

It’s Easy to Do Things the Hard Way

October 24th, 2000 No comments

Walking ten miles through snow, uphill, both ways…

Read more…

Categories: Blog - Smale's Tales Tags:
s2Member®