Tag Archives: game design

X-Com RPG – Beyond Combat: Running the Organization

Today we’re diving deep into the workings of this extensive organization. I hope you enjoy the ride.  I’m quickly getting to the point where I need to compile all this info into a single well-organized resource for easy consumption.  We’ll … Continue reading

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X-Com RPG – Design Decisions: Building Tension with Time

Collaboration: Strength in Numbers In X-Com, soldiers die a lot. Those that don’t die get better, but then when they die it’s just all the more loss for you.  All that to say, there’s strength in numbers and soldiers only … Continue reading

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X-Com RPG – Drop-Team Gameplay (with Video)

Exploring X-Com Gameplay Today’s post continues the Exploration from yesterday of trying to capture that the particularly moving ambiance and ooh-ooh special feeling of perhaps the best video game ever made, X-Com: UFO: Enemy Unknown by possibly taking cues from CortexPlus … Continue reading

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Stories that Shape Us: Vulnerable Heroes – X-Com RPG

X-COM – UFO: Enemy Unknown and its sequels from the early 90’s are often hailed as one of the best video games ever made. I only played the original, just a few years ago and loved it.  I never got … Continue reading

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Leverage is for Elves Too (Part 2)

In my first post on using Leverage RPG to tell heroic epic fantasy stories, I identified some areas of the ruleset designed for the caper genre that would need to be tweaked to successful embody the genre of fantasy. These … Continue reading

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Leverage is for Elves Too.

“It’s not about the money. I want to bring that corrupt wizard down so he can’t ruin anybody else’s life like he did ours.” “I see. Men like him are dangerous to be sure. They think they can do whatever … Continue reading

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