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<blockquote data-quote="Nagol" data-source="post: 5215415" data-attributes="member: 23935"><p>Once I've chosen the genre, tech level, and culture for the game, my next stop is looking for a game engine that fits with the theme and previous choices.</p><p></p><p>I find the game engine choice pretty critical as a good choice will make a good game decision mesh with a good genre decision and promote the sort of play I want to see at the table.</p><p></p><p>There are definitely design decisions that go into setting design and scenario design as well. I try to stay true to the original theme and goals for the campaign as the next layers of design are worked on.</p><p></p><p>The setting and culture needs to support the style of play I want to see as well. If I want to work with a Chivalric period, I make sure the players are aware of the roles of tournaments, parole, and singular combat play in the world. I want the players to see quickly, preferably in the first session or two, the worldview of the people around them.</p><p></p><p>Scenario design needs to stay clear of design elements that don't work in the game engine. 'Dying declaration' doesn't work well with a game engine that offers near instantaneous healing like D&D, for example.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5215415, member: 23935"] Once I've chosen the genre, tech level, and culture for the game, my next stop is looking for a game engine that fits with the theme and previous choices. I find the game engine choice pretty critical as a good choice will make a good game decision mesh with a good genre decision and promote the sort of play I want to see at the table. There are definitely design decisions that go into setting design and scenario design as well. I try to stay true to the original theme and goals for the campaign as the next layers of design are worked on. The setting and culture needs to support the style of play I want to see as well. If I want to work with a Chivalric period, I make sure the players are aware of the roles of tournaments, parole, and singular combat play in the world. I want the players to see quickly, preferably in the first session or two, the worldview of the people around them. Scenario design needs to stay clear of design elements that don't work in the game engine. 'Dying declaration' doesn't work well with a game engine that offers near instantaneous healing like D&D, for example. [/QUOTE]
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