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Published on Jun 21, 2015
"In the world of roguelikes, one advantage of procedural generation is how it enables diverse play experiences and player stories. Jason discusses how you can weave a common thread into those stories by embedding your game's themes in your procedural content. He draws on Fiasco, an example from the world of pen & paper roleplaying, and he shows how he took this approach when designing Caves of Qud."