Tagged game-design

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13 Notes on Half Life Alyx VR

Observations and design thoughts on VR design from playing Half Life Alyx. Notes on UI, interaction design, movement, and VR-specific game mechanics.

Thinking about Spiritual Output in a Medieval Society

Exploring how to model spiritual production and religious devotion in medieval RPGs, and designing game mechanics that align player incentives with character motivations around faith and worship.

For Want Of Fuel

A streamlined set of playtest rules for running Stars Without Number compatible mech combat scenes, focusing on quick play and minimal tracking.

The Golden Triangle

A Stars Without Number campaign setting for Trade, Privateering and a New Age of Sail