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<blockquote data-quote="Jack7" data-source="post: 4592911" data-attributes="member: 54707"><p>I like all of the responses thus far.</p><p></p><p>Unfortunately I am swamped with work right now and can't properly respond. I'll try to respond to all of the threads I've been working on/commenting on/in which people have directed comments to me later this week. And I'll try to respond to my blog as soon as possible too. That's getting a lot of comments that I feel bad about not being able to respond to quickly enough to all of the comments, but I do appreciate the ideas and comments others have left. It's just I'm very busy.</p><p></p><p>As for this thread, I like the ideas posited. I thought it might also help some people who have decided to take part in <strong><a href="http://www.enworld.org/forum/general-rpg-discussion/247021-great-conjunction-rpg-design-contest.html" target="_blank">Hargrove's Design Contest</a></strong></p><p></p><p>You know, people establish some idea here about how to draw up a Design Scheme/Plan, and what elements should be included in such a scheme, then execute it later in the contest.</p><p></p><p>As for me, the way I always devise a plan is to list out simple ideas in numbered form, then underneath the Main Idea list out several possible examples or uses of the idea. Like this:</p><p></p><p><strong>Fantasy Games Should include Monsters</strong></p><p></p><p>Monsters should be original and unique rather than superfluous and ubiquitous</p><p>Monsters should be truly dangerous rather than just a nuisance</p><p>Monsters should serve a vital in-game role, rather than be usually employed as simple guardians or a diversionary harassing force</p><p></p><p>and so on.</p><p></p><p></p><p>Of course people should do it anyway that works best for them. And just because ideas are numbered doesn't mean those elements are necessarily linearly linked in a formation document. (As a matter of fact I think most good plans/schemes are non-linear, especially when it comes to design, or at the very least hyper or multi-sequenced as to the way separate elements interface and interact.)</p><p></p><p>But in this thread people should be able to get some idea, by taking the different elements suggested, of how to devise a Game Design Schematic, or some way to develop a Working Creation Plan.</p><p></p><p>Anyways, keep working it guys.</p><p>I gotta go.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4592911, member: 54707"] I like all of the responses thus far. Unfortunately I am swamped with work right now and can't properly respond. I'll try to respond to all of the threads I've been working on/commenting on/in which people have directed comments to me later this week. And I'll try to respond to my blog as soon as possible too. That's getting a lot of comments that I feel bad about not being able to respond to quickly enough to all of the comments, but I do appreciate the ideas and comments others have left. It's just I'm very busy. As for this thread, I like the ideas posited. I thought it might also help some people who have decided to take part in [B][URL="http://www.enworld.org/forum/general-rpg-discussion/247021-great-conjunction-rpg-design-contest.html"]Hargrove's Design Contest[/URL][/B] You know, people establish some idea here about how to draw up a Design Scheme/Plan, and what elements should be included in such a scheme, then execute it later in the contest. As for me, the way I always devise a plan is to list out simple ideas in numbered form, then underneath the Main Idea list out several possible examples or uses of the idea. Like this: [B]Fantasy Games Should include Monsters[/B] Monsters should be original and unique rather than superfluous and ubiquitous Monsters should be truly dangerous rather than just a nuisance Monsters should serve a vital in-game role, rather than be usually employed as simple guardians or a diversionary harassing force and so on. Of course people should do it anyway that works best for them. And just because ideas are numbered doesn't mean those elements are necessarily linearly linked in a formation document. (As a matter of fact I think most good plans/schemes are non-linear, especially when it comes to design, or at the very least hyper or multi-sequenced as to the way separate elements interface and interact.) But in this thread people should be able to get some idea, by taking the different elements suggested, of how to devise a Game Design Schematic, or some way to develop a Working Creation Plan. Anyways, keep working it guys. I gotta go. [/QUOTE]
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