I am learning as much or more designing Invisible Sun as I have during any other design. It’s as though the game itself occasionally has to rise up and smack me alongside my head to remind me, “I’m not like other games.” Case in point. I had thought that the Cypher System’s design of keying character creation to a description sentence about the character was so good that I should use the same general idea here. But as I worked, and thought about the unique elements of the game, I realized tha...
Published on January 13, 2017 16:57