Assumed Violence

Assumed Violence

I read RPG books exponentially more than I play the games they are meant to conjure. Within each of them, one thing remains consistent. The system or setting routinely assumes that some form of violence is going to occur and that players will need to know, in great mechanical detail, how to carry it out. 

So, question: Are extensive combat rules included in games because designers assume that players are likely to resort to violence? Or, that because extensive combat rules exist, players feel compelled to resort to violence?

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A Good Idea

A Good Idea

Dabbling in both tabletop and digital games, over the last few decades I have amassed a respectable (i.e.: embarrassing) stack of unfinished prototypes. Many still taking up space on a hard drive or contributing to the bowing of a shelf somewhere. The shelf looks happy, so I leave it alone.

But there’s got to be some gold in those unfinished abstracts, right? I figure that any given prototype has at least one salvageable idea. So, over the next few posts, I thought I’d take a look at a few of my favourites and share them with the void.

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