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Category: A Piece of Work development

Piece of Work G+ Round-up

By John
|
April 10, 2013
| No Comments
| A Piece of Work development, Game Design, Promotional

So, I’ve been posting to G+ these snippets: they’re a little too small and underdeveloped for the blog but I thought I’d do a round-up and save them here. If you want to know more about how Piece of Work is going, take a look over here: On the topic of damage.On the topic of […]

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Where Did You Go?

By John
|
October 19, 2012
| No Comments
| A Piece of Work development, Et in Arcadia Ego development, Transneptuniana

So it’s been a few weeks since our last post because we’ve been working on a panoply of things. I want to get all of it down, because it seems impossible to be doing so much. Also, there are some exciting things in the works.

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Piece of Work Character Sheet

By John
|
September 17, 2012
| No Comments
| A Piece of Work development, Promotional

They say that a picture is worth a thousand words. I think that character sheets are the pictures of the games they’re from. With that in mind, here’s a sneak peak into Piece of Work. Piece of Work character sheet

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Decision Points in Character Creation

By John
|
April 9, 2012
| 3 Comments
| A Piece of Work development, Game Design

While we’re generally all about Becoming Heroes, we’ve recently hit upon one part that is harder than it needs to be—character generation. Right up front, we ask you to decide eight traits, three circumstances, and three ties. We don’t give you a lot of guidance around selecting these traits and people get stuck around six […]

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Systems Per Principle

By John
|
February 17, 2012
| No Comments
| A Piece of Work development, Game Design

It’s been a while since we’ve made as much good progress as we did tonight on Piece of Work. We’ve had trouble developing the game. At its core, there have always been problems with its cohesion. On one side, we want a game with cyberware and grit. On another side, we want it to play […]

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Continuing Content

By Kit
|
September 11, 2011
| 7 Comments
| A Piece of Work development, Et in Arcadia Ego development, Game Design

(Ramble warning.) You know what’s great? Buying a game, being a fan of it, being able to go to your friendly local game store and get more for that game and incorporate it into your play, reinvigorating it and helping you keep enjoying this game you love. Or maybe you don’t even have to buy it, […]

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Piece of Piece of Work

By John
|
September 2, 2011
| 3 Comments
| A Piece of Work development, Game Design

So Kit keeps pestering me to write, and since tonight was particularly productive for developing Piece of Work, I thought I should write about that. Also, I’m in a writing sprint with the indefatigable Nora Last, so apologies if this ends up rushed. It’s for a good cause. Tonight we settled out how motives work, figured out how […]

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Cybernoir

By John
|
June 23, 2011
| 4 Comments
| A Piece of Work development

A Piece of Work has a long, sordid history. It originally started out as a zombie “survival” RPG called Do Not Go Gentle—a game which might get made at some point, but which we had trouble nailing down. Then it became a kind of straight up cyberpunk game with heavy existential themes. Finally it settled […]

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Transparency in Design

By John
|
June 12, 2011
| 4 Comments
| A Piece of Work development

Kit’s been beating the Transparency-in-Design drum lately—explaining the benefits of drawing back the curtain and getting people’s inputs on design. I admit, my instinct when developing something is to hide in a cave and not come out until the “masterpiece” is finished. But frankly, that’s how most design problems occur. One of the unique benefits […]

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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

  • A Piece of Work development
  • Actual Play
  • Critical Theory
  • Et in Arcadia Ego development
  • Game Design
  • Game Design Community
  • Games Galore 2012
  • Lucid development
  • Play Process
  • Promotional
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