Game design

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Hey there!

Just wanted to pass along that there’s some new content over at Game Knight Reviews. My review of Tales of the Old Margreve from Open Design went live Monday and my video interview with Cameron Crawford of Petrie’s Family Games went live today.

Tales of the Old Margreve offers all the charm of Tolkien‘s Mirkwood with the awareness of a living, breathing organism. Within the Margreve it offers its own rules for what is and what isn’t possible and woe be to those who get on its bad side…

And in my video interview with Cameron at Petrie’s Family Games, we discuss his store, current events, and his perspective on his customers. If you’re ever in Colorado Springs, be sure to drop by for a unique family-friendly game store with a little bit for everybody!

Check out these articles and much more over at Game Knight Reviews!

Have a great weekend!
–Fitz

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kobold_guide_3_cover

Hi there!

The kobolds are back with another amazing collection of twelve thought-provoking and informative essays from some of the best designers and writers creating roleplaying game material today. The essays cover everything from the simple question of “What is Design?” and work through contentious topics of creativity, craft, and how to recover when things don’t go well. Anyone who’s tried to write professionally understands the power of the blank page, rejection, and the unforgiving and untapped potential of any great idea you can’t quite find the words to express, but it’s a rare treat to get advice from some of the stars of the roleplaying game industry to address those problems. It’s nice to know the kobolds care.

As someone who aspires to be a game designer and writer, I find that rules are hard for me and settings are relatively easy. So as I perused the pages of the guide, I found myself trolling for tips and tricks to simplify my rules process and make finishing projects more of a reality than a wish. With that in mind, I will avoid talking about each essay in depth and instead focus on a couple that I found particularly helpful.

Wolfgang Baur has worked on some of my favorite gaming projects over the years, from the original Planescape line at TSR to adventures for Alternity, Call of Cthulhu, Pathfinder, and a whole lot of D&D. He’s edited the Kobold Quarterly, Dragon, and Dungeon magazines and is the publisher and founder of Open Design – a collaborative game design company. Oh, and in his spare time he publishes the Kobold Guide to Game Design series.

Baur’s essay “What is Design?” tries to define a term that doesn’t lend itself well to a definition unless you have context on your side. In this context, he defines it as “its own discipline, but it always borrows and builds on other modes of creative work.” What does that mean in terms of roleplaying games (RPGs)? It means there has to be a balance between rules and setting. When they are out of balance, you can end up with a less than fun experience for your gamemaster (GM) and his or her players, which may cost you fans or customers. Rules must be focused on the setting and the setting must keep the rules in mind at all times. It’s a balance I know I’ve not yet achieved in my own games.

The other essays build on Baur’s beginning, covering the similarities between designing RPGs for the computer and for the tabletop; the basics of combat systems; the power of a good design, hook and dastardly plot; and the fun and heartbreak inherent in collaboration and any creative enterprise. Each essay is lovingly crafted by a master in RPGs today who knows what they’re talking about.

The other essay that really got my attention was “Basic Combat Systems for Tabletop Games” by Colin McComb. As I said earlier, system design is my Achilles’ heel. McComb manages to explain, in a Q&A-type of format, what you need to know about attack systems, who attacks and when, how things like area of effect attacks affect a group of targets, how to measure the consequences of combat through permanent or temporary damage, and so on. He then lays out a sample system using his own rules (minus stringent playtesting) to show how the questions can help you come up with a working system. The practical aspect of the article provides a ton of hints and help to avoid the common problems that plague beginning system designers (like myself).

Colin McComb was involved in 2nd Edition Dungeons & Dragons, but helped create one of my favorite settings for that edition – Planescape – and even helped with two of my favorite computer games of all time – Planescape: Torment and Fallout 2.

Rob Heinsoo has been involved with the 4th Edition of D&D and seems to have written half the sourcebooks that have been published so far. He’s the force behind the D&D Miniatures game and its first nine expansion sets. And if that’s not enough, he’s worked at Daedalus Entertainment, Chaosium, and A-Sharp in the 1990s.

Ed Greenwood is simply a legend in the gaming industry. Not only is he the author behind the Elminster Series, including Elminster: The Making of a Mage and Elminster’s Daughter, but he’s written hundreds of articles about gaming and continues to GM his own campaign. Where does he find the time when he’s typically writing three novels at a time?

And Monte Cook… What can I say about Monte? When 3rd Edition D&D and the d20 system came out, he was one of the three principle designers behind the efforts. And since then, with his own design studio Malhavoc Press, he’s managed to create several award-winning products such as Monte Cook’s Arcana Evolved, Ptolus, and the Books of Eldrich Might. In my opinion, he has one of the most unique voices among the game designers of today.

If you’re a GM, a game designer, or a RPG player interested in getting into the design side of how to create your own games – you can’t find a better introduction than The Kobold Guide to Game Design – Volume III: Tools & Techniques. These 96 pages will provide infinite food for thought and hopefully save you some pain and suffering along the way. I certainly have a lot to think about now…

As a final note, I think that kobold on the inside cover is up to something… don’t you?

Article first published as here on Blogcritics.org.

–Fitz

p.s. Be sure to pick up all the Kobold Guides at RPGNow:

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Hi all…

So Tuesday night, through the Colorado Springs RPG Meetup group and the nice folks at Gamer’s Haven, I ran a sample adventure as a playtest opportunity. We had 6 folks, plus myself, so we had a great turnout this time and an amazing amount of input.

  • RPG DiceShannon was nice enough to arrange everything on the CSprings Meetup board and book a table at Gamer’s Haven. She played the thief Kress.
  • Johnny played the fighter Hans, battle axe in hand.
  • JP played Father Goul, the priest of the group.
  • Frank played the guard Rod.
  • Nathan played the huntswoman Andra.
  • And Arpie played the huntsman Andrax. (I’d run out of characters, so we improvised.)

It was a great mix of players, some of whom have game design experience, which led to some very interesting conversations about game mechanics and impressions of the system based on the quick start summary of the rules and the character sheets.

Among the food for thought provided was:

  • The d12 mechanic for characteristic and skill resolution didn’t work well. After a 45 minute discussion of bell curve distributions for die rolls, we ended up with using 2d6 for the rest of the night. A 2 or 3 was a critical success and an 11 or 12 was a critical failure. The goal was to roll as low as possible under a target characteristic score (either the characteristic we’re “checking” or the highest characteristic for the skill).
  • The “feet per action” mechanic didn’t really work when we moved it to a hex map. We changed it to “hexes” per action, where a hex was 5 feet across. I believe some of this was due to a misunderstanding about how possible actions worked in combat, but we just went with it.
  • It came up that it would be nice if characters who were cooperating on a task requiring a skill (such as Tracking) gained a bonus for working together. Since party collaboration is a great goal in gaming, we decided that if cooperation was declared, each character would roll their skill separately and gain a +1 on the attempt. And all characters cooperating would then gain the best roll for that action.
  • The other main thing that came up was that 16 characteristics seems like far too many and the Random characteristics (Beauty, Wealth, Family, and Luck) should roll into other characteristics (like Beauty could be considered part of Charisma) or become separate entities (like Luck could simply be a pool of points a player could buy with XP or at character creation).

I think all of this is great. I really appreciate having the input of other folks. Sometimes I wonder if I’ve been wearing blinders when dealing with some of the “system” aspects, so it’s nice to see things with fresh eyes.

The whole process has kick-started some serious noodling over the rules and how I could simplify the mechanics to keep things fast, easy, and open so players can focus on roleplaying and creativity. We’ll see where it leads me.

Man on FireI owe a big thank you to Shannon and everyone who showed up, as well as Gamer’s Haven for providing us a table on a Tuesday night!

Before I sign off however, I have to relate a story from the end of the session that will stick with me for a while.

The group had attacked the brigand stronghold and dispatched the four useless guards patrolling within the partially ruined/rebuilt walls. Among the buildings are the ruins of a crumbled tower with an open doorway and stairs descending into the ground…

Hans, axe in hand, bravely headed down the stairs into the darkness. Near the bottom he heard the movement and growling of something large. He smelled it too – the musky scent of an animal den was unmistakable. But he couldn’t see in the dark, so he climbed back up, grabbed a torch, and headed down again…

Meanwhile, Andrax had come up with the idea of dousing one or more of the straw-filled mattresses in the guard’s bunk house, tossing it to the bottom of the tower stairs, and letting it smoke out anybody who might be down there. So, oil-soaked mattress in hand, he went down the stairs…

During this time, Hans had been attacked by the far-too-large wolf and was fleeing back up the stairs, axe and torch in his hands. Running up, he stumbles into Andrax with the oil-soaked mattress, setting it and them on fire, with both of them falling back down the stairs to the bottom. The wolf took a number of steps backwards and had a WTF moment. :)

It was a classic “you got your chocolate in my peanut butter” moment as the torch met the mattress… :)

–Fitz

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