Posts Tagged ‘ nuts and bolts ’

Insight into Echo of Dead Leaves

Nov 3rd, 2011 | By | Category: The Razorwise Report

As I seem to have been doing for quite awhile, I’ve been inching ever onward to the completion of Echo of Dead LeavesĀ and there can be no question that I’ve alluded to it on more than one occasion, so I thought I’d kinda give you some of the cold, hard facts about what’s going on with this project, so let’s get going!   First off, there is a robust Investigator’s Section with some new Edges, some new rules, and new attributes to boot. Slang for the era and equipment and all the usual suspects are found herein. Next, there is [...]



The Platform Matters: System Influence on Setting Design

Nov 1st, 2011 | By | Category: The Razorwise Report

This morning, on Twitter, a brief conversation came up wherein we ever so gently touched upon the topic of setting and system. It’s no surprise I was interested in the topic and, while I can write concisely, the space was far too limited to engage in any sort of meaningful dialogue about the nuances of how these two things operate. If you’re here today to hear me rambling about “the creature” or other such nonsensical things, go ahead and check out. We’re going to get all nuts-and-bolts and examine the interaction between these two important facets of game creation today [...]