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Tag: theme

Decision Points in Character Creation

By John
|
April 9, 2012
| 3 Comments
| A Piece of Work development, Game Design

While we’re generally all about Becoming Heroes, we’ve recently hit upon one part that is harder than it needs to be—character generation. Right up front, we ask you to decide eight traits, three circumstances, and three ties. We don’t give you a lot of guidance around selecting these traits and people get stuck around six […]

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Posted in %1$s Tagged %1$s 3 Comments

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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Posted in %1$s Tagged %1$s 4 Comments

Mechanics with Side-Effects

By John
|
February 3, 2011
| 3 Comments
| Game Design

I’m not a huge fan of side-effect mechanics. I find they usually add more complexity than benefit. They can be jarring if the side-effect is something fairly removed from the original thing being resolved. Side effects have to be balanced such that they work with the core mechanic, neither ruining its original feel nor making the secondary effect insignificant. In short, the whole concept is troubled from a design perspective. Still, there are times when it’s completely appropriate. Where and when is the key question.

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Posted in %1$s Tagged %1$s 3 Comments

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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
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