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Category: Et in Arcadia Ego development

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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Metatopia!

By Kit
|
October 19, 2011
| No Comments
| Et in Arcadia Ego development

I’ll be at Metatopia the weekend of November 4th, in Morrisotwn, NJ, representing Transneptune Games. I’ll bring Et in Arcadia Ego to play in its current form, and I’ll be officially running it at 8pm-midnight on Friday and 3pm-7pm on Sunday. If you’re there, come say hi!

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Continuing Content

By Kit
|
September 11, 2011
| 7 Comments
| A Piece of Work development, Et in Arcadia Ego development, Game Design

(Ramble warning.) You know what’s great? Buying a game, being a fan of it, being able to go to your friendly local game store and get more for that game and incorporate it into your play, reinvigorating it and helping you keep enjoying this game you love. Or maybe you don’t even have to buy it, […]

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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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Harm and Consequences

By Kit
|
August 15, 2011
| No Comments
| Et in Arcadia Ego development, Game Design

This is a post about a general topic, inspired by an issue I’m working on in Et in Arcadia Ego. I’ll start with the specific. In Et in Arcadia Ego, conflict and drama revolve around social issues. The question of duels is still an open one, but generally speaking, no one is going to throw […]

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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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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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Modeling with Mechanics

By John
|
May 5, 2011
| 3 Comments
| Et in Arcadia Ego development, Game Design

Hello all. Long time no write. We are hard at work on Et in Arcadia Ego these days, and that’s been the subject of many trips to the Baker Street Pub. While all of us had a feel for the genre and had our source material in mind, we kept having problems modeling that material […]

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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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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
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