Why willpower makes more sense as a system than as a vibe
Most games treat willpower as flavor. Here's why that's a missed opportunity.
Essays, design notes, and the occasional poem. Some of this is about games. Some of it is about everything around them.
Thoughts on design, product, and the strange ways games and people interact.
Most games treat willpower as flavor. Here's why that's a missed opportunity.
On impostor syndrome, character writing, and the gap between the author and the page.
What it's like to start something when the money isn't flowing.
Not everyone min-maxes. How do you design for the person who just wants to exist in your world?
Pieces that showed up and insisted on being written down.
Working notes from games and systems. Not polished, but maybe useful.
How long should a satisfying session be, and how do cards help or hurt?
Making faction relationships feel alive without overwhelming players with numbers.
Why downtime mechanics often feel hollow and what might fix them.