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Tag: Et in Arcadia Ego

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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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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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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It’s Westerns all the way down

By Kit
|
February 22, 2012
| 1 Comment
| Game Design

So, the other weekend, I was in Oakland and met up with the wonderful Ryan F. Macklin from the Internet. Over dinner, he brought up Kenneth Hite‘s analyses of the Western as a genre. Granted, me telling you this is third hand, but the big points I took away were that: the Western is, at […]

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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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Systems, Assets and Making Things

By Kit
|
October 24, 2011
| No Comments
| Et in Arcadia Ego development

Sometimes, I think about game development in a computer-game-y way. Particularly, I divide system—procedures, rules, crunch, etc.—from assets—the pre-provided things you use to engage with those systems. As I’ve been working on Et in Arcadia Ego, and particularly thinking about how to make room for continuing content, I’ve realized that the continuing content has to […]

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Whither setting?

By Kit
|
August 17, 2011
| 8 Comments
| Et in Arcadia Ego development, Game Design

John and I were talking recently about Exalted, a game that Austin has a deep and complex relationship with, that I have never cared for or about. I was trying to hash out what my problems with it were, and we stumbled on something I think is interesting. What follows may be rambling. Other people […]

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Cause and Effect

By Kit
|
July 28, 2011
| 7 Comments
| Et in Arcadia Ego development

I’ve been continuing to work on Et in Arcadia Ego, my Regency-magicians game. The current issue is how the magic in the game should work. For magic to be weird and a bit wild, it has to strain the boundaries of something very important to a story-game: cause and effect.

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  • Bully Pulpit Games
  • Daniel Solis
  • Deadly Fredly
  • Galileo Games
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  • Lumpley 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
  • Critical Theory
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  • Game Design
  • Game Design Community
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  • Lucid development
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