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Archive for the 'Whispering Bluff' Category

Struggling With Scene Flow

Dragavan @ Sunday, January 18th, 2009 ()

Hhere I sit, trying to get scene framing and conflicts to fit together the way I want them to happen. Struggling with words and balance. Bouncing back and forth between ways the currency of the game (still called X-Points until I can think of a real name) is going to work. Grumbling about how I […]

How About a Little Flashback

Dragavan @ Saturday, January 10th, 2009 ()

I can’t believe I overlooked this common aspect of the very genre I am trying to emulate with Whispering Bluff. It took listening to others discuss techniques they have used to move stories along in RPGs to spark this realization. This will have to be corrected.
If you watch enough of these kinds of movies (or […]

Let’s Start This Thing Off Right: The State of the Game

Dragavan @ Sunday, January 4th, 2009 ()

Whispering Bluff has become the main gaming focus for me right now, both because I love the genre and it’s the newest idea I have worked on. I figured if I was going to share the process of how I grow the game from here with everyone, I should first go over where the game […]

A New Year Is Upon Us Again

Dragavan @ Thursday, January 1st, 2009 ()

It’s 2009. A new year is upon us and this is the time that people start talking about all the things they are going to do differently this year. There are all sorts of resolutions flying all over the place. Promised actions of change. How many of these do you think the makers will actually […]

New Spark from Playtesting

Dragavan @ Thursday, October 2nd, 2008 ()

Although things have slowed down, I am still actively writing on, rewriting, and testing the Whispering Bluff game. A lot of recent events have been less than encouraging, but I can’t say that last night’s playtest was one of them. What I saw and learned last night has really reinvigorated me on this project. I […]

Personal Update and My New Life Schedule

Dragavan @ Saturday, September 13th, 2008 ()

After my extended bout of unemployment, where I wasn’t sure if I was going to make it or not, I am back to working and have a stable schedule again. It was really hard to do when my life was turned upside and I didn’t know how I was going to make it to the […]

The Darkness Spreads Out From The RPG Realm

Dragavan @ Monday, September 1st, 2008 ()

It always amuses me to see how the evolution of an idea happens. I have been working on a new RPG called Whispering Bluff for a little while now (as readers of this Blog should know), but the core mechanics of the game have spawned an idea for something that is not an RPG. I […]

He’s More Machine Now Than Man

Dragavan @ Saturday, August 16th, 2008 ()

If you consider Story Game in place of Machine and Traditional RPG in place of Man. Playtesting and reworking of Whispering Bluff has further pushed it into the realm of being a “Story Game” than a traditional RPG. I am quickly seeing how scene framing and shared narrative is the way this game needs to […]

The Game Changes: The Importance and Difficulty of Playtesting

Dragavan @ Sunday, May 25th, 2008 ()

After a couple weeks of struggling and false starts, playtesting has started on the new game and it already has shown some good areas to work on. This works to show just how important playtesting is to a new emerging game. Absolutely necessary, in fact, if you plan on releasing something as a fully cooked […]

The Game Lives: Setting the Scene for the new Game

Dragavan @ Monday, May 12th, 2008 ()

Yes, it seems that everything in my life right now is all about this new game idea and my blog is going to be no exception. This time I am covering my ideas and some of what I have already done for the setting of the new Whispering Bluff RPG. If you look around on […]

The Game Works: How The New Game Rules Are Shaping Up

Dragavan @ Tuesday, May 6th, 2008 ()

Following up on my post a couple days ago about the Character Creation in the new game, I am now going to dive into the mechanics that run the game. I am still not diving into the setting yet, since that is something I don’t want to flesh it out until I am sure I […]

The Game Grows: Character Creation Drives Mechanics Required

Dragavan @ Sunday, May 4th, 2008 ()

I wasn’t planning on doing an update on this new idea so soon, but it sort of has taken over my mind over the last week. All my writing has been related to it and nothing else seems to be able to get worked on, so here I sit with an update on the thing […]

The Birth of a Game: What Happens When Inspiration Strikes Me

Dragavan @ Tuesday, April 29th, 2008 ()

Sometimes inspiration for a new game can strike out of nowhere and sometimes it’s directly connected to something you are doing or wanting at the time. No matter where it comes from it can grab hold of your brain and not let go until you get it all out. That’s what happened with Lootin’ Wizards […]


 
 
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