Skip to content
Transneptune Games

Transneptune Games

Menu
  • About Us
  • Our Games
  • Contact

Tag: story

Another troika

By Kit
|
August 30, 2012
| No Comments
| Game Design

We like to divide things, I guess. Often, it’s into binaries. Today, it’s a troika.1 There are three things I’m currently thinking about in RPG design, and those are story, emotional response, and interaction. I feel that word is very appropriate in this case; like a troika, these three are distinct, but must work together […]

Read More »

Posted in %1$s Tagged %1$s Leave a comment

Tension

By John
|
April 23, 2012
| No Comments
| Game Design

It’s hard to make RPGs that build, maintain, and deliver on tension at the right points of a story. Systems that don’t allow for tense scenes or palpable stakes just don’t have grip. And yet, if a system engages too directly with tension and action, the outcomes it produces feel trite. At worst, an errant […]

Read More »

Posted in %1$s Tagged %1$s Leave a comment

Chekhov’s PC

By John
|
March 19, 2012
| No Comments
| Game Design

One thing we haven’t talked much about here is character flags—things about a character that signal what kinds of story elements interest the player. For example, if one of your players has a character with lot of skill in picking locks, then probably you need to throw some locks at that character. This is a […]

Read More »

Posted in %1$s Tagged %1$s Leave a comment

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 […]

Read More »

Posted in %1$s Tagged %1$s Leave a comment

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 […]

Read More »

Posted in %1$s Tagged %1$s 2 Comments

The Best Game I’ve Ever Played

By Kit
|
April 3, 2011
| No Comments
| Game Design

Some talk on Twitter the other day (ending here) got me thinking about the best game I’ve ever played. Perhaps surprisingly, perhaps understandably, it violated a lot of the common assumptions about how to play role-playing games, but for at least two of us who played—me, and Austin—it changed the way we see role-playing games […]

Read More »

Posted in %1$s Tagged %1$s Leave a comment

Collaboration at the Table

By Kit
|
January 28, 2011
| No Comments
| Game Design

Peter Brook’s excellent The Empty Space has been my reading of late. It’s a wonderful book on theater, but not wholly irrelevant to thinking about role-playing games, either. There are many parallels one can draw between gaming and other media—novels or short stories, plays, improv, movies, TV shows—and much to be gained from looking at […]

Read More »

Posted in %1$s Tagged %1$s Leave a comment

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

Archives

  • May 2017
  • March 2016
  • July 2015
  • June 2015
  • May 2015
  • April 2015
  • January 2015
  • December 2014
  • June 2014
  • May 2014
  • June 2013
  • May 2013
  • April 2013
  • March 2013
  • November 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011
  • September 2011
  • August 2011
  • July 2011
  • June 2011
  • May 2011
  • April 2011
  • March 2011
  • February 2011
  • January 2011

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

Archives

  • May 2017
  • March 2016
  • July 2015
  • June 2015
  • May 2015
  • April 2015
  • January 2015
  • December 2014
  • June 2014
  • May 2014
  • June 2013
  • May 2013
  • April 2013
  • March 2013
  • November 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011
  • September 2011
  • August 2011
  • July 2011
  • June 2011
  • May 2011
  • April 2011
  • March 2011
  • February 2011
  • January 2011

Powered by WordPress Transneptune Games 2022 | All Rights Reserved.