Month: February 2010

Quick Design Update


My recent request for critique of Comatose’s premise had been very fruitful. As I mentioned before, three different games have developed from it. First, Comatose continues with some slight modifications. The original game, Twisted Rhymes, is reborn probably as a hybrid rpg/boardgame. More on this in another post. The last, tentatively called The Gold Rush, has most of my attention at the moment. This is because I’m using it to explore some old and new mechanics ideas. Like limited roles or characters. Gold Rush will have only a few character types available. I’m also toying around with random characteristic generation. I like the idea of random generation of some aspect of the game, either with characters or setting. Or both. My current favorite is blind draw but I’m also working on several matrices for cards and dice. I’ll keep posting here.

Rules And Fiction – From Deeper In The Game


There is an interesting article over on Deeper In The Game on Rules and Fiction in role playing games.  It talks about two ways rules interact with the fiction in a game.  Those two ways are to declare and to delegate.  They propose that declarative rules add directly to the fiction while delegating rules tell who gets to affect the fiction and how they do so.  Now this may sounds simple and obvious and it is on a level.  But these are things that we really don’t think about in this way.  When we play, we just do what the rules say.  But from a design standpoint it is good to say these things and think about how your rules work with and on the story you are creating.