Design Paralysis & Fast Cars
With 65 minutes on the clock, I'm intending to keep up with my "minimum one blog a month" goal - And this time (as ever) getting a little personal ~ Lately I've been a bit quiet on the design front (not just due to smooching cute guys, a renewal of my Godzilla hyper-fixation and a recent addiction to Grand Archive ), mostly because I've been stuck in a rut of what I like to call "design paralysis" - It's something like the opposite of writers block where instead of not knowing what to write , you have multiple paths you have written and you're not sure which to fully flesh out. Let's see an example: In one version of my Mad Max-y car game, Rides (eg Cars) are handled super simply and cleanly using the following rules and character sheet: This version was incredibly close to Duffy 's original Hell's Highway with only minor additions and clarifications. Simple, easy, no grid. I ran this once and... wasn't fully satisfied. The cars ...