Designing Gaslands is a voyage of discovery for me as a games designer. This blog is a way for me… Read more Designing Around The Problem 2
In November 2015, I was thinking about the about the skid dice. I knew I wanted to manufacture and sell… Read more Gaslands: The Dice Game
When I came to write Gaslands, I had just finished Hobgoblin. Hobgoblin is a flexible, setting-less miniature wargaming rules system… Read more Why Have Factions?
My experiences as a digital product manager, and working in an ad tech company have given me plenty of exposure… Read more How To Promote A New Game
The Gaslands Beta rules v4 are released today and I wanted to take a moment to personally give credit to,… Read more Community Credits
There are games that exist in an existing fictional property, such as Star Wars or Tolkien. There are games that… Read more How Fluffy?
After a couple of false starts, the campaign and progression system for Gaslands is finally released in an “alpha” version,… Read more Progression Systems
Daffcon Convention Preparation Across the weekend of 8/9/10 of April, Gaslands is going to its first proper gaming convention: DAFFCON.… Read more Daffcon Prep
I don’t know anything about designing games. I’m making it up. That being said I know a bit about product… Read more Designing Around The Problem
I got a question from a friend today: How long were you working on your rulesets before getting playtesters involved?… Read more Keep It Secret, Keep It Safe
Short post to announce the release, in the most recent beta rules, of the first alpha version of the Gaslands… Read more Alpha Campaign System
A Halloween Scenario for Gaslands In order to play this scenario, you’ll need the Gaslands playtest rules, which are yours… Read more Night Of The Living Dead
I got some really interesting feedback from a playtester recently.
“State” is a concept from computer science: In computer science, the state of a computer program is a technical term… Read more Game State
To keep me focussed, and to help resolve difficult design decisions down the line, I here present the Gasland design… Read more Design Principles
All good things need a clear vision. I have one for Gasland, but I wanted to write it down, so… Read more Vision Statement
As a kid, we played Warhammer Quest, Necromunda, Bloodbowl and Gorkamorka. We played these games more than the big battle… Read more Jump-Starting The XP System
Gaslands was initially written with much the same design principles as Axles And Alloys*: a madcap and explosive car chase… Read more The Campaign System
I have been high-fiving the 15-year-old me all week, ever since I signed the contracts with Osprey to publish my… Read more Gaslands to be published by OSPREY!
“I’d really like to do a sort of car combat game”, said my good friend John Brindley. We were stood… Read more Beginnings…