RPG

You are currently browsing articles tagged RPG.

So last time I focused on life and using a character’s childhood and key events to shape their skills and backgrounds. This time, I want to focus on death from a few angles. (You can read part 1 here and see the RPG Blog Carnival collection on Life and Death in RPGs here.)

First, death doesn’t just happen to the PC or their fellow party members, but to the NPCs and monsters slain along the journey. Especially in fantasy RPGs, it seems every game I’ve played in we focus on “clearing the dungeon” or “eliminating the threat” – but basically we’re talking about killing critters, monsters, and people who get in our way. It’s just accepted as part of the equation.

Unfortunately, computer roleplaying games (CRPGs) have created an environment where you slaughter in-game monsters wholesale and pick up the loot left behind. There’s no conscience or consciousness of killing because they’re pixels on a monitor or TV screen.

When you play in a good campaign, there are costs associated with death. And for those new gamers who come from the CRPG world, it’s often a harsh reality when the morals, ethics, and laws of the world you’re playing in become relevant. Even forgetting the philosophical aspects of death, there are the practical aspects. Kill someone who tried to kill you and then figure out what to do with the body… Kill more than one  and the problem compounds. Eventually those costs come due in tabletop gaming.

Second, the death of your own character can be an interesting experience. I’ve had it happen so quickly after the character was created that it didn’t register and I’ve had it happen in longer campaigns where it was by choice, going out in a blaze of glory, or by happenstance, where I wasn’t ready to let the character go.

In a Battletech campaign, I went through the trouble of not only creating a character and customizing a ‘mech, but finding a miniature for the campaign. (In my gaming experience, buying a miniature for me tends to mean certain doom for the character.) In the first mission, we were doing a HALO entry to take out some target on the planet. I botched my roll and burned up on entry into the atmosphere. End of character and ‘mech. Thank you very much. As I recall I spent the rest of the night reading in a corner and watching the game roll by in my peripheral vision.

Another time in a “3 million and 1″ D&D 2e campaign (high-level characters constructed with 3,000,001 XP), we ran the campaign for a long time and eventually had to go out in a blaze of glory. We stood atop the battlements with a dwarven archer in plate mail (we called him Tin Can or TC for short), who we Hasted a few times and watched as he mowed down part of the army charging the walls. I don’t specifically recall how my wizard died, but I’m sure it was glorious.

But my favorite death story features a Palladium FRPG campaign. I was playing a mage and my friend was playing a ranger. It was just the two of us against the forces of darkness and we had many amazing adventures (including exploring a bit of the Temple of Elemental Evil). The end came when we were ambushed by a wolfen in the mountains. We tried. But this thing was too good and we were too unlucky. We bled out on that mountain pass and I will forever miss that character.

Sometimes a good PC can get under your skin. The best characters bring out parts of yourself you don’t even know are there until you play them. And when one of those characters dies, it’s like losing a little part of yourself.

Ultimately life and death in RPGs comes down to that factor for me. The goal is to roleplay a character to such a level that it’s a part of you and yet apart from you. Good characters should be easy to slip into, like a pair of old slippers worn for years. And when they die, you should feel something. When your companions die, you should feel something. It doesn’t have to be life altering, but the passion needs to connect you in some ethereal way with your alter ego in game.

Great topic for this month’s RPG Blog Carnival. And a big thanks to Campaign Mastery for hosting!

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , , , , , , ,

One night this week I had the opportunity to see the movie True Grit from the Coen Brothers and starring Jeff Bridges as Rooster Cogburn, Hailee Steinfeld as Mattie Ross, Matt Damon as LaBoeuf, Josh Brolin as Tom Chaney, and Barry Pepper as Lucky Ned Pepper. Though the Coens and I don’t always agree, this is an amazing film that should be recognized for multiple awards. And I don’t really like westerns.

As I left the theater and began pondering the film the next day, it dawned upon me that the world of True Grit would be a perfect gaming environment to explore a Western theme. It has wide open spaces, unexplored wilderness, crazy characters to interact with, and a less than clear definition of good and evil. It’s perfect.

If you think about it from a GM perspective, you can see that in the gray morality of all of the characters, there’s really not much difference between the “good” guys and the “bad” guys. Characters like Cogburn have done things on both sides of the law, and even a character like Ned Pepper seems to have a sense of honor as a thief.

The map would be pretty straightforward. Characters would begin in Fort Smith, Arkansas, and perhaps begin an investigation into a client’s (in this case, Mattie Ross would probably be the client) issue. Could be the death of a loved one, theft of horses, disputed claim for gold – just about anything. As the PCs further the investigation, they could get further and further afield and meet interesting characters like the wild doctor wearing a bear skin or any of the local Native American tribes. The “Indian Territory” of present day Oklahoma would provide plenty of open space to explore.

Then you have the “bad guys” on the other side, trying to escape justice. This could be Ned Pepper and his gang or any other group of thugs hiding out in various mines, safe houses, or the great outdoors.

Though the campaign may only last a session or two, it would be interesting to see how it played out.

Anyway, if you get a chance to see True Grit on the big screen, I’d highly recommend that you do. It’s one of only three Westerns I actually like (the other two are the recent 3:10 to Yuma remake and Clint Eastwood‘s Unforgiven). I’m not a huge fan of the genre, but it would present some interesting challenges to a group of roleplayers.

What do you think? Any Western fans out there? Is there already a gaming scenario somewhere based on True Grit?

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , , , , , , , , , , ,

Over the last couple of weeks, I’ve been reading the Warrior, Rogue, and Mage supplements and trying to see how I can fit the Immortals’ Wake world and additional rules bits into it. And I’m delighted to say that it really has been pretty easy to integrate the few bits and pieces into the whole.

As I work on the book, I’ve decided to make this an open process. That means I’ll be posting as I get bits written, including chunks of the book on the blog and hoping for some feedback wherever possible. The goal is to, within a few months, have a book ready to put some finishing touches on and get out there for folks to play with.

The title at this point is: Immortals’ Wake: Rivergate. It may change a bit as I continue writing, but I’m using Rivergate as the starting point. I don’t need to take the world as a whole and cover it all in one book. Instead, I’ll focus on a bit at a time revealing tidbits here and there and adding to the tapestry.

I hope you can be involved in that process. If I write something that just sounds like crap – tell me! If I write something that gets you excited – tell me! I’m just one guy at this point, but I’m hoping that a community can form and help this village idiot get to the finish line. :)

Thanks in advance for any and all feedback you provide and I’ll do my best to stay on track with regular posts along the way.

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , ,

So here I sit, wondering at what topics to address on this blog. The concept of Moebius Adventures is very much alive, and yet I have not released anything since the Core Rules book came out a couple of years ago. Since then, I’ve attempted to revive the efforts of writing and publishing, revising and editing… but it’s never left the starting blocks.

Now I’m left without a current gaming group (had to leave the D&D group I was playing with due to time/travel/scheduling issues) and without a current writing project beyond the RPG review site I started – Game Knight Reviews.

I’m looking for some inspiration to get me going again – a raison d’etre to stay more than marginally involved in gaming. And without a group, that’s tough to do. So I’m guessing that’s going to be my first goal. Getting some folks together or joining something down here in Colorado Springs.

Since I recently reviewed Johnn Four’s book – Filling the empty chair – I think I’m going to start using some of the concepts from Four’s book and see what I come up with for a weekly or bi-weekly group.

But I’m interested in what other folks have done when they’ve hit this kind of a dead spot… What have you done to rekindle the ideas and creative juices when things have gone dry? Let me know in the comments – I’d love to hear your answers!

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , , ,

When I reviewed Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1 back in October 2009, I felt it was a monumental and worthwhile compilation of game material from around the blogosphere. Jonathan Jacobs somehow managed to do everything from curating the articles to having the book printed and available. The result was a book that managed to provide players and gamemasters, both new and old, more inspiration than you could shake a stick at.

With Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 2 (OGTv2), Jacobs managed to get much more help with nearly every part of the process – from nominating material to editing, art, and so on. He even managed to get sponsors to help foot the bill to pay for part of the publishing effort so it wasn’t all out of his wallet.

To avoid any misconceptions, I helped with a couple of parts of the process of OGTv2. I worked as a peer reviewer and contributed some funds to help get the book printed. But even with my help and the help of many other folks, I suspect Jonathan put in the lion’s share of the work on this book.

That said, this book is simply astounding from the description of the daily gaming convention on the web in the foreward from RPG industry veteran Justin Achili to Trent Colwell’s hilarious article – “The Tale of Jacques: A Study in Ignominious RPG Death” – in which poor Jack’s character drowns in spectacular fashion teaching everyone to make sure the rope is tied off before you jump into a torrential river of death… I think there’s something for everyone stuffed into this 158 page volume…

→ Read More at Game Knight Reviews here

Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , , , , , , , , , , , , , , , , , ,

Have you ever found a sandwich that’s so big, juicy, messy, and full of sandwichy goodness that you can’t figure out where to start eating it? That’s kind of what happened when I grabbed a copy of Eureka: 501 Adventure Plots To Inspire Game Masters by the authors of GnomeStew.com. This book should be like crack to not only roleplayers in general and gamemasters (GMs) in specific, but should also provide infinite ideas for novelists and short story writers seeking inspiration for their own works.

For those of you who aren’t gamers or roleplayers, there’s a huge and growing population of people who play tabletop roleplaying games (RPGs) who also write articles throughout the blogosphere. Gnome Stew (GnomeStew.com) is one of the more focused, schizophrenic (i.e. multiple-writer), and excellent gaming resources on the web today. I typically peruse the Gnome Stew RSS feed at least once a week to get an idea for what’s going on in gaming and stealget ideas for my own gaming blog (the Moebius Adventures blog).

The amazing folks at Gnome Stew evidently had their “eureka” moment in June 2009 and it took twelve months from that point to create this huge storehouse of ideas and inspiration for the community. As Martin Ralya, the owner of Gnome Stew, points out in his introduction – “To call Eureka a labor of love would be an understatement.” And the love shows.

Before launching into the plot descriptions themselves, the authors chose to provide a chapter about how to use the book. That takes up less than 20 pages of the 300+ the book fills. But without that information, it would be much more difficult to hunt for ideas on a particular topic. They have provided four different ways to find the perfect plot – by theme, primary genre, sub-genres, and tags.

The themes they use are the 36 Dramatic Situations written by Georges Polti in 1917. The book poses that there are only 36 basic plots used in all the dramatic works ever created or that ever will be created. It’s quite an idea and it’s still in use today by drama students, authors, playwrights, and many more. You can read the book in the public domain here. In terms of RPG plots, this helps by boiling down the initial idea succinctly and then building on it in the text of the plot description.

Genres are broken into four general categories. In this case, a genre is just a set of criteria for a setting that also lends itself to describing the overall tone or assumptions for stories fitting those criteria. In this case, they use three main categories – Fantasy, Sci-fi, and Horror – and add a catch-all “Other” category for any plots that don’t fit in the first three.

And when you get to tags, that’s where the real fun comes in. It’s obvious the editors and authors thought long and hard about how to make this book useful for readers. Like genres, tags in this case are just additional descriptive words to categorize a particular plot. These tags describe things like the type of Challenge involved in the plot, what Creatures and Enemies will be encountered, what kinds of Non-player Characters (NPCs) and Relationships are central to the plot, the Play Style, and the Setting. Beyond that, there’s also a broader “Features” general category for elements that don’t fit anywhere else.

Each of these descriptive methods is used to create a detailed index (four indexes are included – by theme, primary genre, sub-genres, and tag) so that you can simply peruse any of the indices for a particular idea or term. That certainly helps when you’re faced with the sheer volume of work presented in this book. Your other approach is simply to start at the beginning and read until inspiration strikes or you find what you are looking for. My problem with that is that I have hardly dented the Fantasy plots, which come first, so who knows if I’ll ever make it all the way to the Horror section!

There’s no way to do justice to the myriad plots described in the book, so I’ll just talk about one to provide an example of what you can look forward to.

“Vengeance Taken for Kindred upon Kindred” has a long title, but immediately I knew it was describing what I call the “Hatfields vs. the McCoys” problem. It’s a family feud at its heart. And in the fantasy version described in Eureka, it’s a tribe of orcs that’s split down the middle after a chieftan dies and his twin sons want to take the tribe in different directions. Stuck in the middle is a local town. With a war coming between these two factions, the player characters (PCs) must figure out how to save the town.

The plot goes on to describe the problems at hand, including the fact that they can’t face down all the orcs by themselves and what happens when the town mayor tries to make a pact with one camp for protection from the other… There’s just enough information to provide a framework for an enterprising GM to roll an adventure around it.

And at the end of the plot description, there’s a section describing what other genres it can easily be adapted to, including Action Horror, Cyberpunk, Grim and Gritty Fantasy, Post-Apocalyptic, Sci-fi, Traditional Fantasy, and Western. The section also describes all the various tags associated with the plot idea – alliance, deadline, innocent, isolated area, mass combat, sandbox, tactical planning, and villain.

As a GM, I think I could take this idea and spin it at least three ways right off the bat, which is awesome. It’s this kind of inspiration with crunchy details that really sets my brain on fire.

So if you’re a GM, a player, a writer of any sort, or just like noodling about story ideas, Eureka: 501 Adventure Plots To Inspire Game Masters by the authors of GnomeStew.com should provide you literally hours and hours of gaming fun. One review I saw mentioned that with 501 plots at your disposal, that’s more than a year’s worth of adventuring time for even the most aggressive gaming group!

This article first appeared at BlogCritics.org here.

–Fitz

p.s. Be sure to pick up your copy today!

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , , , , , , , , , , , , , , ,

Let me start out by saying that I am definitely not an artist. My artistic skills peaked when I was 12 or 13 and have had plenty of time to regress since then. But I understand the importance of artwork in roleplaying materials. Text by itself, even when you play with layouts, fonts, and lines – simply isn’t sexy enough. You have to add a few splashes of art to break up the monotony of line after line of rolling text.

Now, when I published the Moebius Adventures Core Rules book a couple of years ago, I used a combination of pieces. I contracted out the cover, redo my logo, and a few black and white pieces from Jason Adams (Rogue-Artist.com). Jason did an awesome job and if I ever get the oomph to put out another book, I’ll have him do more art and another cover. His prices were extremely reasonable and he worked with me to get things just right. I couldn’t have asked for more.

The other place I used may surprise you. I have a subscription to Clipart.com. They literally have millions of pieces of art available, including some great black and white shots of castles, knights, priests, and so on. My subscription also comes in handy when I design the occasional t-shirt to sell at my CafePress store or whatnot.

But beyond that, many artists have come forward and started producing commercial-use collections available at places like RPGNow.com.

Sade is one of the independent artists providing collections for use and has nearly 200 in RPGNow.com as of today. And she provides a ton of options – everything from computer-generated art to black-and white and inked pieces – from dragons to steampunk, weapons to templates, even cards for treasure and paper minis. Prices are great too – everything from $0.50 to bundles going for as little as $9 or as much as $65.50. Her Templates collection provides a ton of amazing stuff that an enterprising publisher could use out of the box to make an outstanding book. And her many collections of weapons are simply amazing.

Other companies – from Action RPG Counters to Ye Olde School Stock Art provide an amazing array of bits and pieces that could be used. Everything from fillers to amazingly detailed pieces and even cover art is available.

So if you’re thinking of publishing a book and you (like me) are not an artist, don’t fret. There are lots of available options that are available now. There are some amazing artists out there who will work with you to get you exactly what you want, but there are also some collections of stock art that might be right up your alley. Make sure you look around, check out the licenses for these beasties, and look for something that will work for you.

–Fitz

Where do you find art for your games?

View Results

Loading ... Loading ...

Related articles by Zemanta

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , , , , , , , ,

As a GM, it’s nearly impossible to get by without a few maps. Sure, you can come up with a village on the fly, or maybe a 5-room dungeon, but cities are sometimes tough to design at the drop of a hat. Not only are there landscape concerns, but population, location, general disposition (friendly or un-), and so on.

Thankfully, there are many creative, artistic people who have created maps for us already. The Kingdoms of Kalamar: City Map Folio from Kenzer and Company provides more than 30 detailed maps to use for inspiration or in a Kingdoms of Kalamar campaign. From the full color map of Kalamar presenting the region where all these cities are located to the gorgeous interior black and white maps, there’s plenty here to salivate over from cartographers Craig Zipse and Clayton Van Sickle III.

What impressed me the most was the little details. Though the maps themselves have few labels or legends, anyone familiar with maps appearing in RPG adventures or books over the last 30+ years will instantly understand what they’re looking at… from rivers and roads to walls, buildings, forests and plains. Seeing how buildings flow around obstacles such as major roads, rivers, and docks can provide fodder for the most inquisitive player to explore…

And each map provides a small summary of pertinent details such as the city size, longitude and latitude, type of government, as well as major alignments, races, and size of the population. Also included is the name of the ruler (or rulers) of the city – such as with Baneta… “ruled by wizard Lakaran the Twisted under figurehead Lord B’Pareso.”

I did find it very difficult (impossible in some cases) to find a particular city on the full color map at the beginning of the book. It would have been nice to perhaps broken the bigger map into smaller regional maps to simplify finding them in the larger context. I also found it interesting that every single map in this collection has a wall or other defensive structure completely surrounding the heart of the population. Though I can see having walls around some portions of a city, I can’t imagine that building one around a population of 20,000 people can be cheap or easy to maintain.

That said, the Kingdoms of Kalamar: City Map Folio (first published in 2004) offers GMs tons of inspiration for their own campaigns and worlds. Who knows what dangers may lurk in these literally thousands of city streets ripe for the picking? Definitely worth the $6.99 as a PDF from DriveThruRPG.com.

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , ,

kobold_guide_3_cover

Hi there!

The kobolds are back with another amazing collection of twelve thought-provoking and informative essays from some of the best designers and writers creating roleplaying game material today. The essays cover everything from the simple question of “What is Design?” and work through contentious topics of creativity, craft, and how to recover when things don’t go well. Anyone who’s tried to write professionally understands the power of the blank page, rejection, and the unforgiving and untapped potential of any great idea you can’t quite find the words to express, but it’s a rare treat to get advice from some of the stars of the roleplaying game industry to address those problems. It’s nice to know the kobolds care.

As someone who aspires to be a game designer and writer, I find that rules are hard for me and settings are relatively easy. So as I perused the pages of the guide, I found myself trolling for tips and tricks to simplify my rules process and make finishing projects more of a reality than a wish. With that in mind, I will avoid talking about each essay in depth and instead focus on a couple that I found particularly helpful.

Wolfgang Baur has worked on some of my favorite gaming projects over the years, from the original Planescape line at TSR to adventures for Alternity, Call of Cthulhu, Pathfinder, and a whole lot of D&D. He’s edited the Kobold Quarterly, Dragon, and Dungeon magazines and is the publisher and founder of Open Design – a collaborative game design company. Oh, and in his spare time he publishes the Kobold Guide to Game Design series.

Baur’s essay “What is Design?” tries to define a term that doesn’t lend itself well to a definition unless you have context on your side. In this context, he defines it as “its own discipline, but it always borrows and builds on other modes of creative work.” What does that mean in terms of roleplaying games (RPGs)? It means there has to be a balance between rules and setting. When they are out of balance, you can end up with a less than fun experience for your gamemaster (GM) and his or her players, which may cost you fans or customers. Rules must be focused on the setting and the setting must keep the rules in mind at all times. It’s a balance I know I’ve not yet achieved in my own games.

The other essays build on Baur’s beginning, covering the similarities between designing RPGs for the computer and for the tabletop; the basics of combat systems; the power of a good design, hook and dastardly plot; and the fun and heartbreak inherent in collaboration and any creative enterprise. Each essay is lovingly crafted by a master in RPGs today who knows what they’re talking about.

The other essay that really got my attention was “Basic Combat Systems for Tabletop Games” by Colin McComb. As I said earlier, system design is my Achilles’ heel. McComb manages to explain, in a Q&A-type of format, what you need to know about attack systems, who attacks and when, how things like area of effect attacks affect a group of targets, how to measure the consequences of combat through permanent or temporary damage, and so on. He then lays out a sample system using his own rules (minus stringent playtesting) to show how the questions can help you come up with a working system. The practical aspect of the article provides a ton of hints and help to avoid the common problems that plague beginning system designers (like myself).

Colin McComb was involved in 2nd Edition Dungeons & Dragons, but helped create one of my favorite settings for that edition – Planescape – and even helped with two of my favorite computer games of all time – Planescape: Torment and Fallout 2.

Rob Heinsoo has been involved with the 4th Edition of D&D and seems to have written half the sourcebooks that have been published so far. He’s the force behind the D&D Miniatures game and its first nine expansion sets. And if that’s not enough, he’s worked at Daedalus Entertainment, Chaosium, and A-Sharp in the 1990s.

Ed Greenwood is simply a legend in the gaming industry. Not only is he the author behind the Elminster Series, including Elminster: The Making of a Mage and Elminster’s Daughter, but he’s written hundreds of articles about gaming and continues to GM his own campaign. Where does he find the time when he’s typically writing three novels at a time?

And Monte Cook… What can I say about Monte? When 3rd Edition D&D and the d20 system came out, he was one of the three principle designers behind the efforts. And since then, with his own design studio Malhavoc Press, he’s managed to create several award-winning products such as Monte Cook’s Arcana Evolved, Ptolus, and the Books of Eldrich Might. In my opinion, he has one of the most unique voices among the game designers of today.

If you’re a GM, a game designer, or a RPG player interested in getting into the design side of how to create your own games – you can’t find a better introduction than The Kobold Guide to Game Design – Volume III: Tools & Techniques. These 96 pages will provide infinite food for thought and hopefully save you some pain and suffering along the way. I certainly have a lot to think about now…

As a final note, I think that kobold on the inside cover is up to something… don’t you?

Article first published as here on Blogcritics.org.

–Fitz

p.s. Be sure to pick up all the Kobold Guides at RPGNow:

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , , , , , , ,

The elder Futhark, oldest Germanic writing system.
Image via Wikipedia

Have you ever noticed that advertising people are totally in love with fonts to express their messages? Have you ever wondered why? Ok, me either. I typically tune out commercials and skim past ads in magazines and on web pages… But I recently saw a couple of posts about typography that made me do some thinking…

Where do fonts come in handy in gaming? It’s a simple thing in most modern word processors or drawing packages to select one of the typically hundreds of installed fonts on a system. And if you’re like me, you’ve probably collected even more over the years. Then again, maybe not – I’m kind of weird.

Just off the top of my head, I came up with a few ideas for where to use fonts:

  • Though developing entire languages is often impractical, sometimes a font can be a cheap substitute… and if you’re consistent, you can use the same font for any pages/notes/letters your PCs find in a particular language so they KNOW – “oh! this is in Draconic and I don’t read it, so I’ll have to give it to Bob, our scholar…”
  • Wingdings is a simple enough way to encode a message so it takes some enterprising player a while to decrypt a particular encryption, but not so difficult that it becomes tedious. A little homework for your players is sometimes a good thing.
  • I’ve seen runes (Viking, Gothic, Celtic, hieroglyphs, cuneiform, etc.) that can make VERY cool ancient scripts if you’re in a hurry.
  • And if you combine the font/language idea with the runic idea, you can end up with a Rosetta Stone of your own that allows a scribe among the party to know how to translate from a particular long dead language of runes to one of the languages they know and then translate from that to common…

Really the ideas are endless. And of course fonts make printed documents look better too. [grin]

So back to those web articles that prompted this… they’re on the Smashing Magazine website in a couple of parts – “The Beauty of Typography: Writing Systems and Calligraphy of the World” and “The Beauty of Typography: Writing Systems and Calligraphy, Part 2“. Though Smashing Magazine deals with the art and technique of website design, these two articles provide amazing insight into the art behind a particular typography system that transcends the web.

If you’re interested in fonts, typography, or want to tackle the daunting task of creating your own writing system for a game – I’d encourage you to take a look at those two articles for inspiration. They have amazing details on Asian, European, Hebrew, and other forms of writing. Definitely worth taking a look anyway.

How do YOU use fonts or typography in your games? Leave a comment and share your ideas!

–Fitz

Enhanced by Zemanta
Technorati FavoritesFacebookTwitterDiggDeliciousShare

Tags: , , , , , , , , , , , , ,

« Older entries