My first Cortex Prime build was a hard-boiled/noir novel emulator, with a short but satisfying test run—also, my first-ever play-by-post (PbP)—but after the initial enthusiasm, the game lost momentum, and eventually entered an indefinite hiatus. Since then, all my PbP experiences have been similar: initial enthusiasm, satisfying run, loss of momentum, and indefinite hiatus. So…
TMI Tuesday–Contests in Cortex as Sequential Games
This post should have been titled: “Cortex’s Contests as Sequential Bayesian Games with Behavioral Strategies.” It was a bit much, so I left the Bayesian part out.
Monkeying Monday–Emergent Gameplay (NPC Edition)
A go-to game design move leverages PC-to-PC backstory for “emergent gameplay,” but there’s a possible alternative based on PC-to-NPC relations that may complement it or suit some players better.
Peter’s Principle*–Single-Action Fate
If Fate had only one action, it would be Overcome—or rather, Overcome*—but is it smart? Maybe not, but it’s smart*
Peter’s Principle*–Fate Scenes Deconstructed
Fate has four scene types, but enough subtypes to get confused, so understanding their building blocs helps get one’s bearings.
Fate/Apocalypse–Moves & Stunts
Apocalypse World’s mechanics are close enough to Fate’s to mine them for gameplay, assuming a translation between the two systems; this post provides one.
Metagame Monday–The Electrum Rule
Combine Fate’s Golden and Silver Rules, get an alloy, improve your game (<5 min. read).