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Archive for the 'Gamecraft 2.0' Category


Saturday, April 21st, 2007

Alright, some news: Gamecraft 2.0 is no more.
Wow. That was misleading. What I mean to say is, the project is still happening, but the name is changing. Gamecraft 2.0 has always been a working title for me, and I’ve been wanting to change it for a while; it’s too wordy, and the [...]

Wild Blue Playtest

Tuesday, April 10th, 2007

On Saturday, I went to my friend Mike’s house and ran a Wild Blue session with him and my friend Rich. I thought it was awesome. This was the first time that either of them had been introduced to either Gamecraft 2.0 or Wild Blue (aside from what I’ve shared on this website), [...]

Skill X

Thursday, April 5th, 2007

I guess I spoke too soon when I said that the Gamecraft 2.0 skill list was final. I did a little tinkering, and decided to take out the Survival skill. When I created the skill list, I wanted each skill to be general enough to cover a wide variety of uses. For [...]

More Playtesting

Monday, March 26th, 2007

I did more playtesting over the weekend for Gamecraft 2.0. I’m not going to do a full session report like I did last time because, frankly, not a lot really happened. I got to put the conflict system through its paces (at least, so far as physical combat is concerned; I still want [...]

The Playtest

Saturday, March 3rd, 2007

I’ve already posted about the playtest that I did for Gamecraft 2.0. However, that post was almost entirely story-related stuff, and I’d like to post about what I actually got out of the playtest. So, here it is, in no particular order.

Most importantly, I guess, I found out what did and didn’t work. [...]

Richmond City Blues, Part 1: Something ’bout a Train

Tuesday, February 27th, 2007

On Saturday night, I had the opportunity to playtest Gamecraft 2.0 with a couple of friends of mine, Tad and Chris. We didn’t use the setting that I am designing with it, but the system’s designed to be flexible enough to accommodate many settings. It was educating, to say the least. The [...]

Gamecraft 2.0: Conflict and Damage

Friday, September 22nd, 2006

I was going to write a post explaining the mindset that I had while I was creating the conflict system for Gamecraft 2.0, but I thought it might be more to the point if I just post a snippet of the text, itself. So, here you go, your first look at a portion of [...]

Gamecraft 2.0: The Mechanics Continuum

Tuesday, July 18th, 2006

I just downloaded Dogs in the Vineyard a few days ago, and I’ve been reading through it since then. I must say, I’m intrigued. It’s got an interesting premise and some very cool, very simple mechanics for conflict resolution. One big thing that it’s done for me, though, is it’s got me [...]

Gamecraft 2.0: Power to the Players

Wednesday, July 12th, 2006

I distinctly remember Monte Cook talking about how Arcana Unearthed was geared toward experienced GMs, and deliberately left certain things vague in order to allow the GMs to fill that stuff in for themselves. I’m a big fan of this methodology, and I am using a similar methodology in Gamecraft 2.0. The difference [...]


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