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World-Building: Be Consistent
This is the first article of a several-part series on different aspects of a core world-building topic: consistency. The basic message is very simple: your world must be internally consistent. Doesn’t matter if it’s science fiction or fantasy, and it … Continue reading
Posted in World-Building
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Illustration: Blasted Art
Earlier, I said I was after a specific style of art for Blast ’Em! What I have in mind is the loose and sketchy sort of black and white, pen and ink illustrations that were common in the early 80s. … Continue reading
Posted in Illustration
2 Comments
Game Design: Challenge Yourself
As I mentioned on Monday, I’m swapping out Project Shuriken for the moment while I polish my drawing skills a bit more. The replacement is a tabletop SF skirmish game called Blast ’Em! This is the first outing of what … Continue reading
Posted in Game Design Theory
4 Comments
World-Building: What Not To Tell Them
Today I’ve got a couple of things to talk about. The first is a change in the two projects I’m focussing on at the moment. I’m putting Project Shuriken to one side for a little while. This is simply a … Continue reading
Posted in World-Building
2 Comments
World Pangolin Day
It’s today. The reason this is relevant on Quirkworthy.com will take a long time to wriggle out from under other projects, but trust me when I say that pangolins make sense. Plus, they’re really weird and intriguing beasties anyway, so … Continue reading
Posted in Random Thoughts
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Game Design: Where Do Ideas Come From Anyway?
Over the years I’ve often been asked where I get my ideas from. It’s a standard question that is often posed to any writer or designer. There are several ways to reply. The most honest answer is to admit that … Continue reading
Posted in Game Design Theory
2 Comments
World-Building: It’s the Little Things
One of the things that varies between the Primary and Secondary World-Building (PWB/SWB) tasks I described earlier is the importance of details. This is due to the way in which we experience reality ourselves: in those details. You absolutely do … Continue reading
Posted in World-Building
4 Comments
Slings and Arrows
Outrageous fortune has been plaguing me of late. This is the reason I’ve been quiet for a week and transmitting only patchily before. The same plan is still in place; it’s just that I’ve been dealing with a greater than … Continue reading
Posted in Random Thoughts
2 Comments
Game Design: No Mercy
I’ve been working on Project Fishsticks lately. Originally, it was a dice game. For the first playable version it was quite happy being a dice game, though it wasn’t yet good enough for my tastes. More work needed. So I … Continue reading
Posted in Game Design Theory
2 Comments
Game Design: Double Vision
Been working on a new thing this week. Surprisingly, this isn’t me getting distracted and butterflying off; it’s actually a core part of my plan. Working on a single project at a time, from start to finish, without a break, … Continue reading
Posted in Game Design Theory
1 Comment