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Month: June 2011

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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Logo!

By Kit
|
June 24, 2011
| No Comments
| Transneptuniana

We now have a real logo! Thanks to the wonderful services of Cat McCarthy, we are now no longer just Transneptune Games, but now we’re: Isn’t that nifty? So, “Transneptune” is a bit of a historical accident of a name. We stumbled into it, and liked it. It’s intended to refer ambiguously to things out […]

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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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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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Asymmetrical Mechanics

By Austin
|
June 16, 2011
| No Comments
| Game Design

Many games have this curious design problem: the mechanics for PCs and NPCs cannot be the same, because it would impossibly tedious to run it that way. At least, this is true in the case of any even moderately complex system. God forbid you need to run GURPS or D&D, let alone Shadowrun. The absolute […]

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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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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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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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Links

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Links

  • 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
  • Et in Arcadia Ego development
  • Game Design
  • Game Design Community
  • Games Galore 2012
  • Lucid development
  • Play Process
  • Promotional
  • Transneptuniana

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