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Tag: design

Organizing Playtests

By Kit
|
June 10, 2015
| 1 Comment
| Game Design

A couple days ago, I did a design chat with Ryan. One of the things we discussed was how to organize playtests. The particular kinds of playtest opportunities available to you will inevitably shape the game you can make. A consistent group with a regular schedule will allow you to produce a different game than […]

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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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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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Games Galore (2012?)

By John
|
January 21, 2012
| 4 Comments
| Game Design, Games Galore 2012

It’s been a remarkable couple of months of silence from me; considering how my default mode is wild speculation and baseless assumption, this is pretty atypical. Such is the way of a day job. Especially so, the day job that features “crunch-mode” prominently. Fortunately, Kit has been writing frequently. I’m continually reminded how awesome it […]

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The questions a game needs to answer

By Kit
|
November 9, 2011
| 4 Comments
| Game Design

A game needs to ask questions. For example, Dogs in the Vineyard asks some powerful questions about faith and judgment and mercy. But a game also needs to provide answers to some questions, a very mundane and specific bunch. The questions are these: What do I do first? What do I do now? When do I stop? […]

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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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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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Et in Arcadia Ego: the basic mechanics

By Kit
|
June 10, 2011
| No Comments
| Et in Arcadia Ego development

Et in Arcadia Ego is our game of Regency-era magicians. It owes a lot to Susanna Clarke, Jane Austen, Lord Byron, and Mary Shelley. It has also been a fickle beast. We’ve been hacking at it, tweaking it, revising it, overhauling it, again and again for the past few months. It’s very much been a […]

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Teaching Situation

By Kit
|
May 20, 2011
| 1 Comment
| Game Design

So, without a game from last night to write about, I’ll take the opportunity to take some other thoughts that have been brewing and talk about what I see as the intrinsic elements of a story game, and how to communicate them. To start with, there are four major elements to a story-game, as I […]

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  • Bully Pulpit Games
  • Daniel Solis
  • Deadly Fredly
  • Galileo Games
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  • One Thousand One
  • Rob Donoghue
  • Ryan Macklin
  • Story Games
  • The Impossible Dream
  • The Mighty Atom

Categories

  • A Piece of Work development
  • Actual Play
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