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Expanding On Game Design [Learning From Game Designers]
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9431728" data-attributes="member: 7023840"><p>Great post, [USER=7037141]@Art Waring[/USER] </p><p></p><p>I think that there is a lot to be learned from how other games are designed. Maybe not always things that are strictly applicable to TTRPGs, but broad principles.</p><p></p><p>The only thing I would add is that the best teacher is experience. I learned a lot about game design when I started designing my own (very light!) games. It's easy to talk about game design, but it reminds me of the old quote-</p><p></p><p><em>Critics are men who watch a battle from a high place then come down and shoot the survivors.</em></p><p></p><p>Trying to put the principles into action really helps you understand the tradeoffs involved- even when you're designing for a group that you know. It's that much harder when you're releasing it out to the world.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9431728, member: 7023840"] Great post, [USER=7037141]@Art Waring[/USER] I think that there is a lot to be learned from how other games are designed. Maybe not always things that are strictly applicable to TTRPGs, but broad principles. The only thing I would add is that the best teacher is experience. I learned a lot about game design when I started designing my own (very light!) games. It's easy to talk about game design, but it reminds me of the old quote- [I]Critics are men who watch a battle from a high place then come down and shoot the survivors.[/I] Trying to put the principles into action really helps you understand the tradeoffs involved- even when you're designing for a group that you know. It's that much harder when you're releasing it out to the world. [/QUOTE]
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