Invisible Sun Design Diary 4: Long Form Magic
Spells, rituals, and so on in RPGs rarely feel like magic in fiction or real world occult studies because they’re usually […]
Invisible Sun Design Diary 4: Long Form Magic
Spells, rituals, and so on in RPGs rarely feel like magic in fiction or real world occult studies because they’re usually […]
Invisible Sun Design Diary 4: Long Form Magic
I am learning as much or more designing Invisible Sun as I have during any other design. It’s as though
Invisible Sun Design Diary 3: Visual and Tactile Design
Depending on your point of view, it’s either enlightening or disheartening to look behind the curtain of a game’s
Invisible Sun Design Diary 2: Acquiring Different Abilities with Different Experience Points
Although Invisible Sun has been in the works for a long time, only now am I actually putting words to
Invisible Sun Design Diary 1: Stats
One of the components of the Black Cube of the Invisible Sun game that we haven’t talked about much
I typically avoid the term “adventures” with Invisible Sun, because the stories told in this game are often not the
Seventeen Invisible Sun Stories
One of the themes of Invisible Sun is escape. (The other would be secrets—we’ll talk more about that soon.) The
Last Saturday, we gave a seminar at Gen Con where we talked about all our upcoming products—Numenera, Cypher System, and
Do you dream of escape, but don’t know from what, or to where? Looking for a chance to escape the
Announcing the Invisible Sun RPG
Monte Says is a regular feature here on the Monte Cook Games website, in which Monte talks about topics related
Monte Says: Character Control and Narrative Control
Monte Says is a regular feature here on the Monte Cook Games website, in which Monte talks about topics related
Monte Says: Ptolus 10 Years Later
Monte Says is a regular feature here on the Monte Cook Games website, in which Monte talks about topics related