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Tag: theory

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 […]

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Continuum: Discovering New Axes

By John
|
July 23, 2012
| No Comments
| Critical Theory

Continuing the discussion from last time, I do think the “plotiness” axis is an interesting tool, but creating axes is where things get really fun. Some axes are more interesting than others, so how do we know which opposing conceptual concepts would make good pairs? Here are some guidelines I go by.

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Continuum: Atomospheric to Episodic

By John
|
July 11, 2012
| No Comments
| Critical Theory

As people, we’re good at identifying two opposing things and using that to make sense of the world. So, let’s talk about one of these opposing pairs, and maybe in a later post I’ll talk about creating axes as a way for understanding games more generally. The pair I’ve been looking at recently is what […]

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Why don’t we just play Primetime Adventures?

By Kit
|
June 11, 2012
| No Comments
| Game Design

So, I think Primetime Adventures is a great game. So great a game, that we might well ask why we don’t just use it for everything. Well, because of reasons. Let me unpack that a bit. Some time ago, I was promulgating the notion that most of what makes a successful instance of RPG play is […]

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Choice establishes Meaning

By John
|
May 14, 2012
| No Comments
| Play Process

More and more these days, I am fascinated by the power and role of decisions. Decisions create buy-in, generate unexpected outcomes, and provide drama. As I’ve come to see it, most of all, decisions provide meaning. But not all decisions create meaning—to do that, a decision needs to be personal, needs to have weight, and […]

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What happens, what’s described?

By Kit
|
April 20, 2012
| No Comments
| Game Design

When you’re designing a game, it can be helpful to ask—and answer—”what do I want my players to describe?” It’s probably not the first question you want to answer, but when you need to ask it, you know you will. It’s not quite the same as “what happens in my game”1 because, importantly, it’s about what […]

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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 […]

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Systems Per Principle

By John
|
February 17, 2012
| No Comments
| A Piece of Work development, Game Design

It’s been a while since we’ve made as much good progress as we did tonight on Piece of Work. We’ve had trouble developing the game. At its core, there have always been problems with its cohesion. On one side, we want a game with cyberware and grit. On another side, we want it to play […]

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The Group

By Kit
|
February 9, 2012
| No Comments
| Game Design

This is some follow-on from my musing about too many protagonists. When we sit down to play a role-playing game, there are three to seven of us (more or less) who want to make a narrative about a bunch of characters. Great. Depending on the game, one of us might play a more general role, […]

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A Rose by Any Other Name

By John
|
July 22, 2011
| 5 Comments
| Game Design

I’ve brought up the unease with which I view things like The Big Model before, but I don’t think I’ve ever really explained why the whole mess gives me hives. Ironically, I haven’t had the words to express what my problem with it is succinctly. Now that we’re out of the woods with editing Becoming Heroes, I […]

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  • Ryan Macklin
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