Ordering Art for Games
I’ve written many art orders over the last two decades. From a game designer point of view, an art order […]
I’ve written many art orders over the last two decades. From a game designer point of view, an art order […]
In conversations over the last few weeks, I’ve found myself talking about Numenera to interested people–not so much the rules,
There’s a well-accepted “truism” in the tabletop industry nowadays: Adventures don’t sell. There’s only one problem with this bit of
Adventures! (Numenera Product Line-Up, Part 2)
The Numenera corebook’s design and development are complete. There’s still a lot of editing to do, a few illustrations and
This weekend, I finished making the last few adjustments to the Numenera rules based on playtester feedback. Sean Reynolds, the
Numenera Product Line-Up (Part 1)
When originally thinking about technology in the Ninth World, I mostly thought in terms of how it was used, and
I keep bringing up Arthur C. Clarke’s third law, that “any sufficiently advanced technology is indistinguishable from magic,” when I
Need to catch up on what happened before? The last installment can be found here. After their negotiations with Devola, Caracol
As mentioned in the previous installment, the four companions, Caedmyn the graceful nano, Grayden the glaive who commanded mental powers, Caracol
So, early on in the Kickstarter for Numenera we added a bestiary as a stretch goal. This bestiary will be filled with