Welcome back! Still not much new to report on my personal projects, other than I’m now 50,000 words into my next book instead of 25,000. I feel like it should be going faster, but that darned day job has to take priority! Anyway, this post’s design rule is an odd one: Every game should have …
Author: richardbakerauthor
The OGL and Sasquatch, Current Interests
Hello! No writing news to report, other than I’m picking up a historical fiction/science horror project I set aside after 25,000 words and seeing if I can get that going again. One of my New Year’s resolutions is to bang out a first draft of something new regardless of what happens with the manuscripts I’ve …
A Roomful of Ogres
Hello there, and season’s greetings! I find myself sort of “between books” at the moment. I’m waiting for Ulisses North America to begin publishing the TORG novels I wrote for them. My agent is shopping around a new alt-history novel for me, but I’ve got no news to report yet. And I’ve got two or …
Design Rule: Complexity Budget
Hi there! This week I’m returning to game design principles I picked up over the course of my career. The topic of the day is complexity budget. I first heard this principle clearly stated by Wizards of the Coast veteran Skaff Elias. He was part of a gang of Magic designers who played the heck …
Fixing the Perception Skill
Hello! Spring is well on its way here in southern PA, the baseball lockout is over, and it looks like the Phillies are putting together a lineup that might just be the best in baseball. And, yeah, there’s lots going on in the world, but I’m returning to game design thoughts today. I think we …
Ukraine: What Comes Next?
Five days into Vladimir Putin’s unprovoked invasion of Ukraine, and things still seem to be in doubt. Russia dominates the “balance sheet” when you count missiles, tanks, aircraft, and ships. They may yet succeed in smashing through Ukrainian resistance with superior firepower. Or maybe President Zelensky’s luck runs out, and a Russian airstrike (or special …
Ukraine, the Time I Toured a Russian Warship
Welcome back! A change in topic today. I’ll get back to game design next time, but I have to admit I’m paying a lot of attention to what’s going on in Ukraine and trying to guess what comes next. It's fair to say the Ukraine-Russia relationship is long and complicated. In some ways, Ukraine is …
Continue reading Ukraine, the Time I Toured a Russian Warship
Design Philosophy: Excusing Aggression
Welcome to 2022! I took a few weeks off from my posting to enjoy the holidays with my family, but it’s time to get back in the habit. In professional news, I'm happy to report that the cinematic teaser for the new Elder Scrolls Online chapter I've been working on the last few months has …
Design Rule: Perverse Incentives
Hello! Not much news to report since last week, so I’ll jump straight into another Design Rules discussion. This is a design rule I formulated years ago, and express like this: When you create a system with perverse incentives, don’t be surprised when players act perversely. Now, I’m not saying players are perverts. I’m using …
Design Rule: Same or Different
As you can probably tell from the list of archived posts, I fell out of the habit of regular blogging in March of 2020. The short explanation is that I got really busy on a big writing project, so I let the essays slide while working on other stuff. Anyway, I think it’s about time …