My first ideas when starting a new game design have the biggest impact on the whole process. It’s something to be careful of and respectful of.
Let’s say I get this cool idea for a dice mechanic. Say, step dice attributes + dice pool skills. There’s a lot of assumptions in that little formula. The first is that there are dice at all. The second is that we’re going to have attributes and skills. That means that, if this is our core mechanic, we’re testing competency more than anything else. That probably means this is an adventure game rather than a story game.[1] So we’re already on the road towards legacy GM/player roles.
Read more »
- [1] Going by Ryan Macklin’s definitions found here ↩




Recent Comments