Apep and Ra: Seven Intensely Practical Tips About Organising Setting Documentation for Narrative Games

I saw this tweet Folks who make narrative or adjacent games with 3-10 member teams: please share how you organize your design & worldbuilding docs! — Jason Grinblat (@ptychomancer) November 5, 2017 and I started responding, and I found I had a lot to say. My perspective and, I guess, credentials: I ran Failbetter for […]

The Hands of Time

[UPDATE: when I heard the feedback from players, I decided definitely *not* to go with the harsher pause strategy below. I’m leaving this post live for historical interest!] This is a conversation I had this morning with Martin Nerurkar about information management and pause mechanics in Cultist Simulator. It references this blog post (written almost […]

One True Seven Blind

“What are prophecies? Don’t we hear them every day of the week? And if one comes true there may be seven blind and come to nothing.” – Isabella Augusta Persse The £150 pledge level for Cultist Simulator includes this promise: “I will answer one question about the lore of any game I’ve worked on, including this […]

October Dawn

    That’s it! the Cultist Simulator Kickstarter is complete with eighty-two thousand and thirty three pounds at the top of the page, and four thousand seven hundred and eighty eight backers. I thought this would do okay, but it’s done a hell of a lot better than okay. This isn’t the end of *anything*; this […]