How to Create an RPG

Designing an RPG with Storybrewers at Hubcon 2019

One of the best and most succinct panels we’ve presented was at Hubcon 2019. This was a practical talk about the process of creating an rpg. It does not delve into rpg theory, but rather, the talk revolves around the procedure of design, and tips and tricks to get productive at each step, rather than […]

The Conundrum of Writing a Historically Inspired Roleplaying Game

I have been doing a lot of designing lately, and thinking about design, but very little writing about design – but I’m secretly hopeful that this blog post represents my return to writing more regularly. This blog post is about writing and playing historical, historically inspired, or alt-historical roleplaying games. The topic of my blog […]

Our Recipe for Game Chef 2017

This post was written by Vee! About time I convinced her to blog her heart out – Hayley This year marks our first ever entry into the Game Chef annual competition. I use the word ‘competition’ here very loosely, as Game Chef is known first and foremost as a celebration of analogue game creation and […]

These 2 Things Are All You Need To Do To Be A Great GM

Ok, so I realise this is just about the most clickbaity title that a clickbait generator could have generated. But it is my genuine and firm belief that to be a great GM there are only two things you need to do. Sure, there’s a thousand other things you could do that might make your GMing even […]

Think Before You Stat

Stats continue to be a popular choice in game design. They are a simple and intuitive way of creating mechanically unique player characters, and mediating conflicts between these characters and the world. But should stats really be the go-to game design choice? In this article I discuss what stats are, what they fail at, and […]

Designing in Another Morality

As designers we all construct and manipulate the moral universe of our game. When we ask a person to play our game, we often require them to pivot their worldview and ethical framework. In this post I discuss the moral power of designers, and then move on to my approach to re-framing player expectations to […]