Author Archives: Quirkworthy

Moving On

You haven’t been forgotten; I’ve been quiet while I worked on a new plan. Basically, it’s going to include a lot of what I was aiming to do before, but in a completely different order. Some stuff has had to … Continue reading

Posted in Random Thoughts | 2 Comments

Kickstarter’s Latest Tweaks

Looks like Kickstarter is starting to roll out some of its recent experiments to a wider audience. Yesterday I got a feature I’d seen mentioned on forums as being in test. That’s the pledge levels being a separately scrollable panel. … Continue reading

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Coalescing

Having had several plans picked apart by events, and the subsequent unavailability of people and services, I’ve been looking at other options. What’s been most helpful in this regard has been the idea of building a plan that is less … Continue reading

Posted in Random Thoughts | 2 Comments

Strange Days

Well this is an unusual turn of events. As both of you who read this may have noticed, I’ve been absent for a while, distracted by the collateral damage of the pandemic. Sorry about that. Freelancing is not easy at … Continue reading

Posted in Random Thoughts | 6 Comments

Game Design: The Dreaded Roll and Move… Sort of

Some mechanics are considered weak, redundant, or just plain bad by most gamers, and leading the march of this sorry band is roll and move. Roll and move does what it says on the tin. It’s simple, unsophisticated, and when … Continue reading

Posted in Game Design Theory | 1 Comment

World-Building: A Vast Zooniverse

As Douglas Adams tells us in The Hitchhiker’s Guide to the Galaxy: “Space is big. Really big. You just won’t believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it’s a long way down the road … Continue reading

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Illustration: Chicken Scratches

Over the last few weeks I’ve been getting back into drawing. Unsurprisingly, this plan, like all others, has needed modifying when it confronted reality. In this case, it’s the digital aspect. I thought that I’d be able to focus mostly … Continue reading

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Game Design: A Load of Chit

When I started work on the Old Skool Skirmish (OSS) system, the main challenge was to make it feel like it belonged in the 80s. At the heart of my approach was to focus on old mechanics, and I soon … Continue reading

Posted in Game Design Theory | 3 Comments

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 | 2 Comments

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