The Evade rule in Gaslands is sort of a joke. It’s there to ensure that both players are involved in… Read more R&D: Evades
Tag: Game Design
Because I’m an eternal tinkerer, I’ve been messing about with some of the areas of Gaslands: Refuelled that I’m still… Read more R&D: Wipeouts
What’s Changed In Refuelled?
Gaslands: Refuelled is the new expanded and revised edition of the Gaslands, incorporating everything we have heard from the players… Read more What’s Changed In Refuelled?
Gaslands in Penny Arcade!
Well, this is an awesome surprise! I’m also delighted that the strip, and Tycho’s accompanying blog post, pick up on… Read more Gaslands in Penny Arcade!
Learning from Demoing
I’ve probably demoed Gaslands to two hundred people at this point. After demoing the game that many times, you get… Read more Learning from Demoing
Prior to having Gaslands out in the public domain, my rules writing was obsessed with keywords. This was rooted in… Read more Keywords
Rules Are Code, But Players Are Not Computers
Probably the biggest mistake I made in the text of Gaslands was treating the players like computers. Re-editing the rulebook… Read more Rules Are Code, But Players Are Not Computers
I was lucky enough to have both Gav Thorpe (clang!) and Andy Chambers (clang!) look over an early version of… Read more Progressive Sophistication
Editing Wargames Rules
We recently announced the release of Gaslands: Refuelled, which is a revised and expanded hardback edition of Gaslands. As the… Read more Editing Wargames Rules
As I’ve said, I had a blast at UK Games Expo 2018. Interestingly, for someone that has really only been… Read more Crossover Appeal
While my glorious victory at UKGE is fresh in my mind, I hope you’ll excuse a moment of slightly self-congratulatory… Read more Retrospecting
Playtesting Tabletop Games
Gaslands went through 18 months of playtesting before I handed it over to Osprey. Partly, this was because the publishing… Read more Playtesting Tabletop Games
Gaslands is a tabletop wargame in which heavily-armed vehicles career dangerous into either other, and high-speed collisions are virtually guaranteed.
Designing Around The Problem 2
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
Gaslands: The Dice Game
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
Why Have Factions?
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?
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
Designing Around The Problem
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
Keep It Secret, Keep It Safe
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