Safety Marks

In the course of writing, playtesting and now publishing Bite Marks I’ve been thinking and reading a lot about safety tools. The conversation has expanded so much since I started role-playing 29 years ago and I love how people are thinking about play culture, baking safety into mechanical design and normalising the use of safety […]

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The power of asking

Over at Department V, Smiorgan writes about Everway’s three methods to decide a conflict: Karma, drama and llama. Smiorgan discusses the issue of who decides what the plot should be (in order to rule in accordance with drama), and how randomness (fortune) can introduce something new and unpredictable. I mostly want to talk about the […]

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Lovecraftesque update

For those who have been following this project, we’ve just been through another round of playtesting (some internal, some external) using updated rules. This was a bit of an odd playtest in a way. The rules updates we had made had their intended effect, the game seemed much improved, and overall we seem pretty much […]

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Lovecraftesque: playtest

After half a dozen external playtests and a similar number we ran ourselves, we’ve been beavering away on an updated version of Lovecraftesque. We’re now opening it up for a second round of external playtesting. What’s the game about? You create your own story of brooding horror in the mould of Lovecraft, but without using […]

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