Broken Mechanics

Today I’d like to address an issue brought up by one of my patrons: what do you do when a mechanic doesn’t work out? Do you have to scrap the whole project, or are there measures you can take to salvage some of it? All designers are familiar with this topic, often with sad associations. […]

To Publish or Not to Publish

Those who have followed Nothing Sacred Games for its nearly four year existence know it’s been in the murky world between design studio and publisher that many small game companies find themselves in. With crowdfunding money alleviating risk, more accessible manufacturers willing to work on small projects, and a plethora of useful information to help […]

The Tabletop Golden Age

One of my patrons recently asked about the board game golden age we’re currently going through. Things certainly seem rosy at the moment. There are hundreds, if not thousands, of new games released every year, and perhaps even more importantly, the quality of games has gone up immensely since the days of Monopoly and The […]

The Strange Story of Second Age

Today I thought I’d share a little bit about one of my main current projects, The Second Age of Sorcery. It has quite the meandering story, and still might take me places I’ve never been. So pull up a chair and get ready for story time!

Games in the Academy

Games have been an integral part of human cultures for thousands of years, if not tens of thousands of years. But it’s only been with the advent of a large and very lucrative digital game industry that large numbers of academics have begun to seriously study games in earnest. Now game departments are popping up […]

Relative Numbers

Today I’m going to discuss some very mathy game design theory. If that’s not your thing, it’s probably best to steer clear now. Working on Shadow Throne and some other prototypes, I realized I was making use of something I’ll call relative numbers in my games. After giving it a little thought, I realized that […]

Solitaire Time Management

I find myself doing a lot of different things these days. Making games requires many different activities, from design, to playtesting, to balancing, to managing art and graphic design, to writing rules, to promotion, fund raising, and sales. And I’m not just making games–I’m also writing articles, running an online store, and always looking for […]

Birds of a Feather Design Decisions

The Birds of a Feather Kickstarter is right around the corner (March 10th!), so I decided it’s time to share some stories from the game’s development. If you haven’t already checked out the free print and play, you might want to do that before diving into some of the details below. Birds of a Feather […]

Corporate America Sell Out

When we last left off, over a year and a half ago, Corporate America had just begun hitting store shelves, and I was just beginning to get a grasp on its financial situation. Even though the Kickstarter was successful, I had to spend a pretty penny to finish and release the game. So, what’s changed […]

Basic Human Actions

Today I’m discussing something a little unusual. I thought it would be interesting to think about the basic actions humans can make and see how they’re used in games. Do games use all actions that people can take? Are there certain actions that stand on their own, preventing other types of actions? Are some actions […]