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Terrain effects and other issues related to combat.
This article is contained in The Space Gamer #36.
Linked Columns |
Game Design: Theory and Practice
Article Title | Type | System | Issue |
Game Design: Theory and Practice | Theory | Generic | The Space Gamer #27 |
II: Early History | Theory | Generic | The Space Gamer #28 |
III: Fantasy, Science Fiction, and Looking Forward | Theory | Generic | The Space Gamer #29 |
IV: Mapping and Movement | Theory | Generic | The Space Gamer #30 |
V: Terrain and Movement | Theory | Generic | The Space Gamer #31 |
VI: More About Movement | Theory | Generic | The Space Gamer #32 |
VII: Combat and Play Sequence | Theory | Generic | The Space Gamer #33 |
VIII: Combat Strengths | Theory | Generic | The Space Gamer #34 |
IX: Combat Resolution | Theory | Generic | The Space Gamer #35 |
X: Combat Systems | Theory | Generic | The Space Gamer #36 |
XI: Research | GM Advice | Generic | The Space Gamer #37 |
XII: Components | Theory | Generic | The Space Gamer #38 |
XIII: Playtesting | Theory | Generic | The Space Gamer #39 |
XIV: Role-Playing Games | Theory | Generic | The Space Gamer #40 |
XV: The Game Market | Theory | Generic | The Space Gamer #41 |
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