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Category: Et in Arcadia Ego development

Sidling up to mechanics

By Kit
|
March 7, 2016
| No Comments
| Et in Arcadia Ego development

So, inĀ Arcadia, characters have a social role. Each role has three conditions that, when triggered, give the character tokens that they can use in social conflicts to maybe get what they want. The lowest status characters start with three such tokens, the highest five. That’s not a lot of range for what was a very […]

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I’ve found lungs

By Kit
|
June 2, 2015
| No Comments
| Et in Arcadia Ego development

The most recent playtest verified my suspicion that the rules I needed were not “crunchy” but “soft”. I spent some time working out contexts in which the GM might want to say “that might not be so easy” and present some opposition, coupled with principles for the GM to use to push forward and provoke […]

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Space to Breathe

By Kit
|
May 11, 2015
| No Comments
| Et in Arcadia Ego development

What follows is rambly. You’ve been warned. I’ve been thinking about another result of the most recent playtest. It was implicit, between the lines of what John said, but I think the lesson was that the game needs a bit more space to breathe. The game has two economies, cards and tokens, that interact. It’s […]

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The bones and the flesh

By Kit
|
April 20, 2015
| No Comments
| Et in Arcadia Ego development

I’ve been continuing to playtest Arcadia. It’s been going well, but the most recent playtest was that particular kind of frustrating and unsatisfying that a game designer sometimes seeks. Clearly, some of the gears were slipping. This mechanic here wasn’t quite interacting right with that mechanic there, as the GM I had a hard time […]

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What should my game say?

By Kit
|
December 30, 2014
| No Comments
| Et in Arcadia Ego development, Game Design

Or really, ask? How about this: the players are engaged in improv, with the general topic as the premise of your game. You’re kind of observing, sitting back and throwing a wrench in the works every time they get too comfortable, and nudging them back into the theme every time they drift too far. What […]

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Cognitive Load

By Kit
|
December 22, 2014
| 3 Comments
| Et in Arcadia Ego development, Game Design

I ran a little playstorm of Et in Arcadia Ego this weekend. It was very informative! One of the best things to come out of it was that, while there are many changes to make, I did not have to rip everything down and start from the ground up again, which is a sign 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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Consensus and Condescension

By Kit
|
April 5, 2012
| No Comments
| Et in Arcadia Ego development

Last night was a fruitful night for Et in Arcadia Ego. We’ve been talking a lot about feminism, sexism, privilege, and judging the past by modern standards. All of this is, of course, of immense importance to any game trying to put itself in a period of immensely inequitable gendering and even worse class divides. […]

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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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Metatopia post hoc

By Kit
|
November 8, 2011
| 1 Comment
| Et in Arcadia Ego development, Game Design Community

Metatopia was great. That’s the short of it. It was a relatively small con, but full of good smart people. I played two games, besides my own playtests, but went to a lot of panels and talks and spent a lot of time hanging out at the bar discussing game design. It was just what […]

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  • 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
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  • Game Design
  • Game Design Community
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  • Lucid development
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