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On Exploration
A lot of the dungeon crawlers I play go like this: you choose or progress to the scenario you want to play, you go to the setup page, and you set up a map. You put down enemies, one by one. Maybe you put them behind closed doors, too, or maybe you have instructions to read more setup text when you open a door (but…you know you’re going to be placing more enemies). Then you put down various tokens, usually traps and terrain and some treasures you can try to get if the enemies
Nolan Grieve
6 days ago3 min read


Meaningful Choices
In narrative games like Empty Earth: Brockton, many players (myself included) want narrative choices to matter—that is, choices that will impact the story moving forward. Tabletop RPGs are the gold standard here, because your choices are limited only by your DM’s ability and willingness to accommodate them. Want to leave the tavern and wander off into the woods? By all means, though you’re going to miss a lot of the fun the party has. Want to tell the king to stuff his dragon
Nolan Grieve
6 days ago3 min read


Influences
I had a board game revelation in 2016. Until then, the heaviest games I'd played were Risk: Godstorm and half of a Risk Legacy campaign...
Nolan Grieve
Apr 10, 20253 min read


On AI Art
TL;DR: Art in the volume a game of this scale requires is prohibitively expensive for a first-time, independent creator. Nevertheless, having real art is important to me. I’m looking for an artist/artists who can do a few pieces of key art that I don’t want AI to touch, but who would also be willing to leverage AI for more minor pieces by training a model to their style. They still get to make a living off of their art, their style, and their time, but they don’t have to devo
Nolan Grieve
Apr 10, 20253 min read
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