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Worlds of Design: Game Design Rules of Thumb - Part 1
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<blockquote data-quote="Blue" data-source="post: 8202755" data-attributes="member: 20564"><p><strong><span style="font-size: 18px">Subtractive Design</span></strong></p><p>"Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away." -- Antoine de Saint-Exupery</p><p></p><p>Do you need this rule? Can it be simplified and moved to a universal rule instead? Can it be dropped completely and the resultly reduction in complexity and time spent make up for it's lack?</p><p></p><p><strong><span style="font-size: 18px">Incentivize what you want to see</span></strong></p><p>Rewards, bennies, advancement - use those to shape how the players want to interact to give the feel you want.</p><p></p><p>For example, compare advancement in AD&D 1st edition, with XP for gold and defeating monsters with the variant in D&D 5e about milestone rewards. But also compare to a system where you gain advancement by failing at important tasks. Right there it is says it's okay to fail, that a character should be trying things that might be beyond them, that it's not only okay to assume risk, it's the only way to grow.</p></blockquote><p></p>
[QUOTE="Blue, post: 8202755, member: 20564"] [B][SIZE=5]Subtractive Design[/SIZE][/B] "Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away." -- Antoine de Saint-Exupery Do you need this rule? Can it be simplified and moved to a universal rule instead? Can it be dropped completely and the resultly reduction in complexity and time spent make up for it's lack? [B][SIZE=5]Incentivize what you want to see[/SIZE][/B] Rewards, bennies, advancement - use those to shape how the players want to interact to give the feel you want. For example, compare advancement in AD&D 1st edition, with XP for gold and defeating monsters with the variant in D&D 5e about milestone rewards. But also compare to a system where you gain advancement by failing at important tasks. Right there it is says it's okay to fail, that a character should be trying things that might be beyond them, that it's not only okay to assume risk, it's the only way to grow. [/QUOTE]
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