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Month: March 2012

Mass Effect 3, Risk Legacy, and playing to find out.

By Austin
|
March 22, 2012
| 1 Comment
| Actual Play, Critical Theory

A lot has been said about the endings to ME3, and hell, they got me thinking too. Let me start by saying that I don’t have a particularly strong objection to the content of the ending I got. My primary objections to how ME3 ended are based in the context of those endings and what […]

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Posted in %1$s Tagged %1$s 1 Comment

Chekhov’s PC

By John
|
March 19, 2012
| No Comments
| Game Design

One thing we haven’t talked much about here is character flags—things about a character that signal what kinds of story elements interest the player. For example, if one of your players has a character with lot of skill in picking locks, then probably you need to throw some locks at that character. This is a […]

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Card Games

By Kit
|
March 9, 2012
| No Comments
| Et in Arcadia Ego development, Game Design

I’ve been thinking lately about the different kinds of play encoded in classic card games. It’s kinda cool, really: most card games are highly social games, in terms if where the locus of interaction lies. This means that they can do a really good job of informing the more game-y elements of our RPG design. […]

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Seeing the Machinery

By Kit
|
March 8, 2012
| 1 Comment
| Game Design

I’ve been thinking about immersion lately. I know it’s a dirty word in RPG circles—no one can agree on what it means, for a start. And I’ve not taken part in many of those conversations, so I know there’s a lot of thought on the matter that I’m missing. Here goes. I was talking with […]

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Posted in %1$s Tagged %1$s 1 Comment

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Links

  • Bully Pulpit Games
  • Daniel Solis
  • Deadly Fredly
  • Galileo Games
  • Go Play
  • Lumpley Games
  • Margaret Weis Productions
  • One Thousand One
  • Rob Donoghue
  • Ryan Macklin
  • Story Games
  • The Impossible Dream
  • The Mighty Atom

Categories

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  • Actual Play
  • Critical Theory
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