what kind of games do you write, and why?
What kind of game design principles do you use?
What kind of game design theories do you like or use?
What kind of design elements do you like to include in your games?
Do you mean mechanical systems or narrative settings?
For those of You who Write/Design your own Games (or wish to) - what kind of games do you write, and why?
We have three basic design principles: the game needs to be playable (we want rules that don't fall apart or produce wierd results), we want the rules to produce plausible results for the genre (so if we are making superhero, we avoid mecahnics where the heroes die from a punch, if we are making horror, we want there to be rules for a more lethal game). Finally we like our products to stand out from one another, to have personality.What kind of game design principles do you use?
I used to look into some of the design theories out there, but I never really fell in love with any of them. These are basically just models for understanding game design. But that is all they are: models. I realized rather than worry about understanding someone else's model (which could be flawed or simply not a good fit for our style) we developed out own concepts based on what we were doing and trying to achieve. Some people have found things like GNS or Game Theory useful. I think that is great for them, but these things just never worked well for me.What kind of game design theories do you like or use?
What kind of design elements do you like to include in your games?
I don't care. Indulge yourself. Whatever direction you wanna go.
I'm just interested in what people design into their games, what kind of games they design, how they go about designing, all that stuff.
(Though you don't have to limit yourself to just what I mentioned. Many times I think Geeks - and I'm not using that term disparagingly, just descriptively - get so caught up in the minor details of whatever they are attempting and in trying to figure out every last technical aspect of exactly what is meant by anything they work at that they limit themselves severely as to what they could actually accomplish. So as far as I'm concerned, delimit yourself. Approach the questions any way you like. Just say what you do, or what you think works, or what you'd like to work, and so forth.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.