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Tag: theory

Trust the Players

By Kit
|
June 27, 2011
| No Comments
| Game Design

Seems a no-brainer, but it is sometimes hard to remember when you’re designing a game. The players (and by that, I mean “the people playing the game”, not “non-GM participants”) aren’t out to subvert what you do. They’ve bought your game, they’ve bought into the idea of it, they are gathered together to try to […]

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Recess!

By Kit
|
June 21, 2011
| No Comments
| Game Design, Game Design Community

So, this weekend past I went to NerdNYC’s Recess. Normally, of course, we Transneptune folk are off in Colorado, but I happened to be in town this weekend, and made the best of it. I met some nice folks and played in some good games (particularly one run by the inestimable Jenskot), and picked up […]

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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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Value and Hoarding

By Kit
|
June 3, 2011
| 3 Comments
| Game Design

Have you ever noticed when you play a video game, you never use your big weapons? Austin has been playing Bioshock lately, in a fit of nostalgia for 2007, and he’s been holding on to his grenades or rockets or whatever in a pattern that is very familiar to me. I’ve done the same sort […]

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That Old Blank Page

By Kit
|
June 1, 2011
| No Comments
| Game Design

Do you write? Even if you don’t, you know about it because writers write about it. You sit down, intending to write, and instead just stare at that blank page for a while. You get up, clean the kitchen. You sit back down. If you’re like me, you realize that there’s a problem on your […]

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Weighted Random Number Generators and Narrative

By Kit
|
May 27, 2011
| No Comments
| Game Design

By now, I expect everyone who reads this has seen the recent XKCD, and read the hover text: (For the record: the hover text says “Also, all financial analysis. And, more directly, D&D.”) What do we make of this? There’s a lot of (I think fruitless) argument one could have back and forth over whether […]

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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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Macro Mechanics

By Austin
|
May 10, 2011
| 1 Comment
| Game Design

So first, read John’s brilliant post. I want to talk about some of the “fenceposts” we use to corner off that narrative space he mentions. My first attempt at designing a game was laden with the same kind of hubris the creators of GURPS had—trying to make a game that could do anything. And a […]

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Narrative Space

By John
|
May 7, 2011
| 2 Comments
| Game Design

First, let me just say that the word narrative is terribly overloaded in the game industry. Turn it this way, it means story. Turn it that way, it means the events in a game. Turn it yet another, and it’s a play style. Here, I’m using it to talk about genre. About the kinds of […]

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An Overwrought Mechanic

By Kit
|
May 3, 2011
| 11 Comments
| Et in Arcadia Ego development

Don’t overwork a mechanic. For the purposes of this post, a mechanic is a set of procedures, defined by the game, that players go through at a table to resolve a conflict of player interest with respect to the world of the fiction. It may rely a lot or a little on randomness, but that’s […]

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  • Bully Pulpit Games
  • Daniel Solis
  • Deadly Fredly
  • Galileo Games
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  • 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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