Posts by Colin McComb

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Dark Roads and Golden Hells: Writing Good Planar Locations

The patronage project Dark Roads and Golden Hells is plane-hopping along! Dan and Wolf asked me to put together a few words about writing a good planar location (I don’t mean “Good” necessarily, but the advice applies), and I thought that you all might appreciate some sage advice from a master planesmaster. Unfortunately, Zeb and …

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Now, the Twist: Inspiration—A Preliminary Toolbox

Colin McComb’s Now, the Twist takes a long, hard look at game design. [previously] __ You know, of all the questions I’ve answered in my career, there’s one that doesn’t come up with the frequency it deserves. I mean, yes, I’ve answered it before, but I didn’t give it the answer it deserved, either. That …

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Now, the Twist: How to Make a Good Turnover

Colin McComb’s Now, the Twist takes a long, hard look at game design. [previously] __ So we’ve discussed the importance of editors already and why it’s important to make their lives easy. Here’s one great way to do that: make a clean turnover. It’s much easier to say this than to do this. It’s extra …

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Now, the Twist: … and Tear Us Apart

Welcome to Colin McComb’s Now, the Twist. A dangerous journey, forcing him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] __ Last column, I wrote about the essential similarities of games across the spectrum, positing that—at a fundamental level—they share qualities that are …

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Now, the Twist: The Ties that Bind

Welcome to Colin McComb’s Now, the Twist. A dangerous journey, forcing him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] __ When I talk about games, at least when I’m speaking professionally or professorially, I like to point out the essential similarities among …

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Now, the Twist: Credit Where Due—Editors

Welcome to Colin McComb’s Now, the Twist. A dangerous journey, forcing him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] ___ A couple of columns ago, I mentioned that editors fill a crucial role in the business. They really are the unsung heroes …

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Now, the Twist: Hubris

Welcome to Colin McComb’s Now, the Twist. A dangerous journey, forcing him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] ___ Before launching into the usual snarkery, I’d like to take a moment for a more serious topic. You may have heard that …

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Now, the Twist: On (RPG) Process

Welcome to Colin McComb’s Now, the Twist. A dangerous journey that will force him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] ___ I recently finished another project for Paizo Publishing, and since the experience is fresh in my mind I figured I’d …

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Now, the Twist: Unforeseen Consequences

Welcome to Colin McComb’s Now, the Twist. A dangerous journey that will force him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] ___ Last time, we discussed playtests, so we won’t go over that ground again. Instead, we’ll talk about how you use …

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Now, the Twist: When Design Fails

Welcome to Colin McComb’s Now, the Twist. A dangerous journey that will force him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] ___ Even the best game designers out there—whether for tabletop RPGs, board games, or electronic games—occasionally deliver something that falls well …

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Now, the Twist: Inside the Fun Factory

Welcome to Colin McComb’s Now, the Twist. A dangerous journey that will force him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] ___ Before we get started today, I’d like to note that when I talk about game design, I want you to …

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