#iHunt Q&A with Filamena and Olivia
We did a short Q&A drawn from fan questions explaining about processes and #iHunt factoids.
We did a short Q&A drawn from fan questions explaining about processes and #iHunt factoids.
Have you gotten your copy of #iHunt yet? It’s currently the top of the charts in the physical games category on Itch. #iHunt: The RPG by Machine Age Productions It’s #1 in small press and #3 overall on DrivethruRPG. It’s even a Silver tier seller! I wanted to talk briefly about bodies, and representation. #iHunt is meant as a very inclusive game. That’s on the agenda from page one to… Read More »#iHunt and Bodies
First off: We’re on Patreon. Want more awesome design blogging like this? You should be on the Patreon. You’ll also get cool weird stuff every month. I’ve been play testing and fucking with the #iHunt rules. They were on their third major iteration. The first was a weird thing that I can barely remember. The second was closer to a traditional adventure game like D&D and World of Darkness. The… Read More »The Trajectory of Humanity and Capitalist Realism: AKA, The #iHunt Core Rules
Game design is iterative. This is a thing I constantly have to remind myself. At least, that is, when I want to make good games. Way back when, I used to freelance for a number of RPG companies. I’m sure if you’re reading this, you’re familiar with at least one of those things I’ve done. One of the problems I had with that style of game design is that it… Read More »Iterative Game Design, Hex Songs, Freelancer Pay, RPG Costs, and Development Cycles
Olivia Hill is interviewed by Manchester Game Study Network, talking about Vampire: The Masquerade.
Detailing some #iHunt game mechanics, specifically “The Edge” and why hunters NEVER want to fight a fair fight.
My last piece, “Only Bad Games Have ‘Crunch’ and ‘Fluff’” got some attention, and as I expected, I got a little pushback on a couple of issues. That’s kind of what I wanted to see. One of the points I keep hearing is that, in spite of my point, there ARE generic game systems. Game systems you can simply port onto a setting and , chameleon-like, they adapt to the… Read More »Genre and Game Systems: A Thought Experiment
Why the marriage of game text and fiction are essential for a game to be good.
We’ve been writing and releasing these San Jenaro novels for a while. It started with Blood Flow, then #iHunt: Killing Monsters in the Gig Economy, then #iHunt: A Transylvanian Prince in Southern California, then #iHunt: Mayhem in Movieland, then ULTRA, we’re just about to release Reaching Out, and I’m working on #iHunt: The Chosen One. That’s a lot of fiction, right? We’re also working on the #iHunt tabletop roleplaying game.… Read More »#iHunt: The App, and Saying Things