February 2015

  • John Parker

    Design Workbench

    Since I am starting to report this progress further into the design phase than previously, I will break up the “rounds” a little differently at first to catch up. Here’s how the first few rounds will shake out:

    1. I will catch up on the mechanics and their attributes, which I will call modifiers.
      1. Since there is a lot to report here, I’ll break this round up into two parts.
    2. I will catch up on the gamelets.
      1. Since there is a lot to report here, I’ll break this round up into three parts.
    3. I will catch up on the game created by compiling the gamelets.
  • John Parker

    In a couple recent articles on the League of Game Makers Seth Jaffe has made the point that “the designer should strive to ensure that a player cannot make a choice or series of choices that will lead them to a state where they’re not really playing anymore.” I agree whole-heartedly with Seth and encourage you to read his articles (“YOU’RE PLAYING WRONG!” – GOOD PLAY EXPERIENCE AND THE DESIGNER’S RESPONSIBILITY and “HEY, LOSER!” KEEPING PLAYERS ENGAGED, EVEN WHEN THEY’RE BEHIND). I have tried to cover similar ground in my article, Eliminating Player Elimination. Just as Seth has published a follow-up article to make his point clear (there were some who misinterpreted his intent), I’ll also add a few words more from an angle closer to Seth’s perspective (though, it is from my perspective also which some have described as other-worldly).

  • John Parker

    Glossary

    In addition to the standard dice game terms, I have derived a few new ones for this makeover and for use in the Challenge Dice game. Not all are used right away, but this way the glossary can be referenced at any time. This may look like a lot of terminology for a simple game, but it is intended to be used intuitively. Defining terms helps that happen.

  • John Parker

    In the exploration into RPG systems and supplements, I will be looking for what is new compared to what is tried and true. RPGs are evolving and expanding at least as quickly as boardgames. This notebook will document some of that exploration.

    Objective

    Explore RPG design "ideas" and post any research and insights regarding:

    • RPG Design Process
    • RPG Systems
    • RPG Supplements
    • RPG Genres
    • RPG Design Tools
    • RPG Design Resources
    • GM and Storytelling Techniques

    Hopefully, you will find this discovery process interesting and maybe even gain some inspiration from it.