How to design an awesome game, Part One

Well, it’s a few days late, but I finally got to the game design musings. In the interest of the common good, I’m going to try to lay down some simple and easy principles that show how to design an awesome game. This first article discusses some basic types of Awesomeness, in an effort to…

On jets, and the lagging thereof

During the past 50-someodd hours, I’ve had a grand total of approximately four hours of sleep. This was largely due to needing to wake up early for a lengthy international flight on which I was unable to sleep (obligatory screaming baby three seats to my left, and another two rows behind me), and now trying…

The view from lunch

So, with approximately twelve hours to go, here’s the state of play: Stuff that works: Seven guests have dinner together in the mansion (staticly declared floorplan).  The soon-to-be murder weapon is in the Study. The evening’s events are randomly generated.  At some point during the night, someone takes and conceals the murder weapon, when they’re…