Thoughts behind tabletop roleplaying games and why we love them.
Platform | Substack | Pricing | Only free issues | Publishes | Monthly |
---|---|---|---|---|---|
Issues | 40 | Subscribers | Read | montecook.substack.com |
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Every project—and I'm not exaggerating, EVERY project—that I have ever worked on and probably ever will work on has a sort of tipping point moment. This is when my thoughts about the project go from “How on earth am I going to fill all thes...
I work with the Cypher System a lot. This means that while I might be writing about the horrors of The Magnus Archives, I could just as easily be in the weird science fantasy realms of Numenera or anything in between. So that also means I s...
When a designer sits down to work on a new project, they should be challenged. It should be difficult. When they’re done, their opinion about what a game product should be, or could be, should be altered.
So last time we covered initiative, action economy, turn order, and the different ways of handling them. I said that there was another way of looking at the whole topic and, um. Well. And you see…
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The writers behind this newsletter.
I'm a game writer. I've written hundreds of rpg products, along with short stories, novels, nonfiction titles, and comics.
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