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<blockquote data-quote="Thondor" data-source="post: 9312794" data-attributes="member: 31955"><p>There's a lot I could say on this topic and I intend to respond to some specifics of others thoughts. Here's some of mine: </p><p></p><p>A1: Each of my game designs should have its own set of design principles/goals. (Otherwise why make a new game? The "A"s below are other apriori items.)</p><p></p><p>A2: Mechanics and the procedures of play should reinforce the genre/tone/setting or game concept. Procedure of play seems to often be overlooked. (Asking "what do you do?" and when you ask it is a procedure of play.) </p><p></p><p>A3: Play the game. A lot. With different people and some for multiple sessions to get deep feedback. Use this to iterate your design. </p><p></p><p>My recent one-shot GMless story game (God-Killer Prophecy) had pretty different goals then my first trad game Simple Superheroes. </p><p></p><p>Let me try to encapsulate: </p><p>God-Killer Prophecy</p><p>1. Collaborative worldbuilding framed through a lense of "prophecy." </p><p>2. A phase of play that is more immersive and traditional (the adventure phase).</p><p>3. Gradually building suspense that can end in failure. </p><p>4. Doing something cool using decks of cards. (Heroes have a deck and are trying to get the best cards to the chosen one by teaching him. The Dark God's deck gets harder by keeping the best card after each challenge and some other items to.)</p><p>5. Incorporating drawing (illustrating) into the gameplay loop. </p><p>6. Giving a collaborative story-game some teeth.</p></blockquote><p></p>
[QUOTE="Thondor, post: 9312794, member: 31955"] There's a lot I could say on this topic and I intend to respond to some specifics of others thoughts. Here's some of mine: A1: Each of my game designs should have its own set of design principles/goals. (Otherwise why make a new game? The "A"s below are other apriori items.) A2: Mechanics and the procedures of play should reinforce the genre/tone/setting or game concept. Procedure of play seems to often be overlooked. (Asking "what do you do?" and when you ask it is a procedure of play.) A3: Play the game. A lot. With different people and some for multiple sessions to get deep feedback. Use this to iterate your design. My recent one-shot GMless story game (God-Killer Prophecy) had pretty different goals then my first trad game Simple Superheroes. Let me try to encapsulate: God-Killer Prophecy 1. Collaborative worldbuilding framed through a lense of "prophecy." 2. A phase of play that is more immersive and traditional (the adventure phase). 3. Gradually building suspense that can end in failure. 4. Doing something cool using decks of cards. (Heroes have a deck and are trying to get the best cards to the chosen one by teaching him. The Dark God's deck gets harder by keeping the best card after each challenge and some other items to.) 5. Incorporating drawing (illustrating) into the gameplay loop. 6. Giving a collaborative story-game some teeth. [/QUOTE]
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