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Month: March 2011

Lessons from Retirement

By Austin
|
March 30, 2011
| 4 Comments
| Game Design

The most fascinating thing happened to me after a few years of playing World of Darkness. Over time, I began to hate combat. Like fire-in-the-soul, singing the world-ripper melody of vengeful dead gods level of hate. I took my katana and trenchcoat and just hung them up in my dingy undercity apartment, never to look […]

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I Hate Mooks

By Austin
|
March 28, 2011
| 6 Comments
| Game Design

So in the Dragon Age computer/console games, you fight these endless hordes of faceless monstersĀ called Darkspawn. The hero of the story must kill their leader in order to neutralize the giant horde of them that is threatening the ambiguously middle-ages european landscape. These monsters are the giant threat that the hero must deal with, but […]

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Shape of a Mechanic

By John
|
March 21, 2011
| 3 Comments
| Game Design

I wanted to talk about a concept I’ve recently hit upon that I’m calling a mechanic’s “shape”. To do that I have to introduce a few prerequisite concepts, but first, a caveat. I don’t believe in a grand unified theory of game design. Instead, I take a view that’s closer described as “there are many […]

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Fair and Balanced

By Kit
|
March 12, 2011
| 5 Comments
| Game Design

We talk a lot on this blog about issues of balance. This is tied to fairness1. There’s a strong unspoken assumption in game design that, if you believe balance is a relevant category for your game, then your game should have it, should be balanced. I’ve just been talking with Austin about why I’d rather […]

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What’s a GM for?

By Kit
|
March 8, 2011
| No Comments
| Game Design

Just a reminder: we’re not going to be posting as much until we get In a Dragon-Guarded Land out the door. We’re aiming for the first of April, but that release date may be a joke. I’m a big fan of Bully Pulpit’s games. Lately, we here have been playing some Fiasco, and dissecting it […]

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Traction

By Kit
|
March 2, 2011
| No Comments
| Game Design

It’s an ineffable quality. I think of it as traction, or grabbiness. It’s that quality that makes you just want to play something, and not just want to, but to know what you need to do in play. This character has to do this, to want this. This situation needs to explode in this fashion. […]

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A Conversation, etc.

By Austin
|
March 1, 2011
| No Comments
| Game Design

The “Games areĀ Conversation” point has been made many times, but here’s one more note in that symphony. I’ll be approaching it from an angle that presumes a discourse between a game designer and player. The first exchange in this model occurs at character creation. Trad systems, at least the vast majority of them, create a […]

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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

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  • Actual Play
  • Critical Theory
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