One of the things I loved to do in our campaigns was give out magical items which were interesting but mostly useless. We’ve been trained by movies that if you find some seemingly unimportant bauble, then the story will later create a situation where it will be the key to solving a problem in an unexpected way.
My favorite was a rope I gave them that untied itself the moment you let go of the knot. It was pointless, but enough of a novelty that they hung onto it. Another was a chalice that would purify any water you put into it. It was sort of a magical water filter which could turn a glass of swamp sludge into mineral water in about five minutes. Another was a magic staff which had only one property: It could be placed tip-down on the floor and it would keep itself balanced.
Once in a while they would haul out one of these magical booby prizes and actually put the thing to some unexpected use. I always loved when they did that.
What is Vulkan?
There's a new graphics API in town. What does that mean, and why do we need it?
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
A Telltale Autopsy
What lessons can we learn from the abrupt demise of this once-impressive games studio?
The Best of 2018
I called 2018 "The Year of Good News". Here is a list of the games I thought were interesting or worth talking about that year.
Top 64 Videogames
Lists of 'best games ever' are dumb and annoying. But like a self-loathing hipster I made one anyway.