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Worlds of Design: Game Design Rules of Thumb - Part 1
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<blockquote data-quote="GMMichael" data-source="post: 8202734" data-attributes="member: 6685730"><p>Hey, fun! Where were these when I was writing? Anyway, let's see how I did...</p><p></p><p></p><p>I playtested my way up to a 2nd edition. Of course, that's an endless process...</p><p></p><p>Yeah, I gave up on that, and decided to make my game free. Mostly.</p><p></p><p>I decided on a rules-lite game, and found myself often saying "oh wait, I can't add this. That will lead to even <em>more</em> rules..."</p><p></p><p>Sounds more like the law of Game Science, but as one might attest, I didn't force any creative ideas into my game <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I used it. Had a blast <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Ah, the root of the min-maxer. I have yet to find a "wrong" way for someone to play my game, but I'm sure there's <em>something</em>.</p><p></p><p>I might have had this in the back of my mind when I decided against a rules-heavy game.</p><p></p><p>I did not design my game for myself. But I didn't design it for a target audience, either. I guess it's a game for game designers, so I'm following the Law of Realism nicely...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8202734, member: 6685730"] Hey, fun! Where were these when I was writing? Anyway, let's see how I did... I playtested my way up to a 2nd edition. Of course, that's an endless process... Yeah, I gave up on that, and decided to make my game free. Mostly. I decided on a rules-lite game, and found myself often saying "oh wait, I can't add this. That will lead to even [I]more[/I] rules..." Sounds more like the law of Game Science, but as one might attest, I didn't force any creative ideas into my game :) I used it. Had a blast ;) Ah, the root of the min-maxer. I have yet to find a "wrong" way for someone to play my game, but I'm sure there's [I]something[/I]. I might have had this in the back of my mind when I decided against a rules-heavy game. I did not design my game for myself. But I didn't design it for a target audience, either. I guess it's a game for game designers, so I'm following the Law of Realism nicely... [/QUOTE]
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