Game Chef: Gettin' There
Seriously, this is the worst game-designing time of the year. Even with nothing else hanging over my head, Comic-Con always takes it out of me. Then there's FATE Kerberos demanding my attention, along with a few other non-game-related commitments. Look, I realize these are first-world geek problems, but still. Bear with me. Anyway, one good thing about Comic-Con colliding with Game Chef is that standing in line for panels gives me a chance to take notes (by hand, with a pencil, on paper -- barbaric!) on this here game of mine. I'm pretty confident I can get it put together tomorrow and sent out Sunday night sometime. The mechanics have been tightened up, streamlined, and re-focused on creating good stories. In my early enthusiasm for a game in progress, I find I often have a hard time separating "fun and meaningful mechanics" from just "fun and random mechanics," but today the distinctions became clearer, and I think it shows in the design. Maybe there...