Game Design

Video Game Deep Cuts: SOS - Bubsy Meets Tetris - by Simon Carless Blogs - 4 February 2018 - 8:22am
This week's Video Game Deep Cuts highlights include a video profile of SOS creators Outpost Games, an analysis of Bubsy's Japanese translation and a longform Tetris documentary, among others.
Categories: Game Theory & Design

Review Roundup

Tabletop Gaming News - 3 February 2018 - 11:00am
Woo! Saturday! And I’m finally mostly over being sick. You never realize just how much you are thankful that you can breathe through your nose or take a couple breaths without coughing until that’s exactly the opposite of how you’re doing. Ah well. While I groove along to The Guess Who (because why not?), let’s […]
Categories: Game Theory & Design

Achaean Archers, Libyan Close Fighters + Nubian/Kushite Close Fighters now Available For Hail Caesar

Tabletop Gaming News - 2 February 2018 - 3:00pm
Warlord Games tends to run the whole gamut of times for their games. Hail Caesar is their game that spans the most. Here, you’ve got armies as “modern” as Ancient Rome, but it goes all the way back into almost pre-history. In this case, we’re setting the Wayback Machine for the Bronze Age, with new […]
Categories: Game Theory & Design

Star Wars: Destiny Legacies Is Available Now

Tabletop Gaming News - 2 February 2018 - 2:00pm
The newest packs for Star Wars: Destiny, called the Legacies expansion, is now available. These new cards and dice span the realm of Star Wars lore, from the Republic to the Rebellion and beyond. You can pick up your starter sets and booster packs now. And, to keep everything together, Fantasy Flight’s also got three […]
Categories: Game Theory & Design

Steamforged Previews Valentine’s Minis For Guild Ball

Tabletop Gaming News - 2 February 2018 - 1:00pm
I love alternate sculpts for minis. Steamforged does, too. They’ve been coming out with holiday-themed alternate models for a while now, and this Valentine’s Day will be no different. If any Guild would be best for Valentine’s, it might as well be the one most associated with the color red. And they’ve probably had someone’s […]
Categories: Game Theory & Design

New Nazgul, Tank Doors Available From Forge World

Tabletop Gaming News - 2 February 2018 - 12:00pm
Two ends of the spectrum over on Forge World’s ordering page this week. On one hand, you’ve got the next set of Nazgul figures for The Hobbit. On the other hand, you’ve got doors for Rhinos and Land Raiders for a whole bunch of different Space Marine chapters. Appearing at Dol Guldur in a very […]
Categories: Game Theory & Design

Friday Snippets

Tabletop Gaming News - 2 February 2018 - 11:00am
Hello, Friday, my old friend. This has been the first full-week of the year, methinks. Like, ok, I know that we’re already into February, but I think this might be the only week where I’ve been up and into the office each day. Just been that type of year so far, I suppose. What might […]
Categories: Game Theory & Design

Devil Pig Giving Away 3 Heroes of Black Reach Packs

Tabletop Gaming News - 2 February 2018 - 10:00am
Who doesn’t like getting free stuff? Nobody, that’s who! Devil Pig Games is looking to give away 3 copies of their Heroes of Black Reach set for Drop Zone. If you’d like to get your hands on it, just head over to their Facebook page and put your name in the hat. From the post […]
Categories: Game Theory & Design

WizKids Previews Independent Faction Pack For Star Trek: Attack Wing

Tabletop Gaming News - 2 February 2018 - 9:00am
One of the new product lines for Star Trek: Attack Wing that WizKids is working on are the faction packs. For players looking to focus on a particular race or faction in the game, these sets give you a great start, or a way to really bulk up your forces. The next one to come […]
Categories: Game Theory & Design

New British Airborne Forces Available For Bolt Action

Tabletop Gaming News - 2 February 2018 - 8:00am
The Americans weren’t the only ones to have airborne forces in WWII. During Operation Market Garden, the British were also bringing troops in from the skies. You can add to your Bolt Action forces with several new British Airborne kits, including some vehicles, artillery, and specialists. From the release: The US Airborne have shown their […]
Categories: Game Theory & Design

Trello For Campaign Management

Gnome Stew - 2 February 2018 - 7:30am

I’m fairly surprised that Phil isn’t writing this article. He’s my go-to person for organizational and project management tools to use for gaming, since he does it in his day job and project manages many gaming books and projects that I’ve been involved with. He knows his stuff, so I’m kind of proud that I’m scooping him on this.*
(*I’m using Scoop in a very broad way, since I’m sure he’s done this in some form, but it doesn’t look like he’s written an article about it yet.)

So, onto the story. I’m running a campaign that I started at a meetup to broaden my current gaming group and built through the first parts of buying a house, transitioning to a new job, and packing everything and moving. I haven’t been the most organized in keeping my game notes about sessions and planning forward. I’ve got a hundred scraps of notes about things I’ve done in the game, I’ve got 3 bullet point lists of the plot ideas for the next sessions and I’ve got NPCs names and plans written down, but sometimes when I’ve introduced an element on the fly, I forget to add it all in.

Trello To The Rescue

So, I’ve been running the game, 6 or 7 sessions, trying to remember the names of the NPCs or exactly where on the map I put that organization’s base, all while looking through my half-unpacked gaming stuff to see where I threw those notes on that one list, and I finally realize how I should have been doing this all along – Trello. I use it for work, I use it for writing and art direction projects, I use it to organize my daily life, so why the heck am I not using it to keep track of my gaming stuff? I started up a Trello board for my campaign and this is what it looks like:

After a few weeks of use, there are many benefits to using Trello to organize a campaign.

  • A List for every Category – I can make a list for each category of things. I can make one for locations, one for people, one for organizations, one for loot, etc. Whatever is useful to my game structure, I can make one list for that and plan it out.
  • A Card For Every Element – Every element I create can be a card, and can contain useful information about that element (more on this later. In Trello’s framework, the cards I create can be moved between lists, which makes it incredibly versatile for planning and for note keeping. I can create a macguffin card that has all the information I need to know about the element, and I can move it from list to list as it becomes useful to that area. Perhaps the macfguffin is going to be part of the next session, so I can move it to the Current Session list and visually connect it to other elements that I have moved there.
  • Trello Cards Contain Multitudes – A card in trello can have many elements. It can have attachments (like images for reference), it can have a description and a title (the base concept of the element), it can have links (such as to a music file that serves as the elements theme music), and it can have multiple checklists. I find the checklists useful, since I can make ones for properties, ones for GM specific elements, ones for plans that the NPC I’ve attached it to has, etc.
  • Non-linear Visualization – One of my favorite gaming theories is adventure and campaign design through Island Design Theory (I wrote about it on GS and for Unframed), and using a Trello board is a great way to organize based on this. I can set up the elements, add to them as the game goes along, and move them between containers, all without visualizing in my mind what is going to happen, but what all elements are in play and how easily they could change.
  • Session Logging – Trello can also serve well as a session logger. While I keep the bulk of the information for an element attached to the card for the element, I can make a card at the wrap up of each session and type into a checklist there all the things of note that happened. This serves as a great, bullet point list to reference later. I can then open up other cards and add to them as needed, but I have one single log of the session. I can keep all the previous sessions on a list for previous sessions and I can copy and paste those session logs for the players to have a running, broad log.
Trello’s Utility As A Cross Platform Device And Archive For Old Games

I can keep Trello’s app up on my tablet and enter notes or reference things that I set up on my computer previously. I can add a note or reference the image attached to a card and wave my tablet at the players so they can see the image without revealing other elements about the element. I can always enter notes as needed on the cards, then move back to the computer since it is all hosted on trello’s servers.

One of the beautiful things about the Trello board is that it can be exported or saved on the server so that you can reference it at some later point in time. I have folders and binders and notebooks full of old campaign information, mostly for nostalgia’s sake. I also have a half unpacked gaming space and constant questions about why I’m keeping certain things around in physical file formats. Trello, alongside its export feature, means I can store my campaigns digitally and save them to archival quality CDs if I am concerned about the long-term storage of my campaigns, at a fraction of the physical space. While I have no idea how future proofed Trello as a service is, the export format is JSON, which is a very popular format that will likely be readable in some format when we’re all heads in jars at the head museum.

Campaign Organization

I’ve become a big fan of tools that let me organize my campaigns digitally. I’m familiar with Trello due to other ways it intersects with my life, but I’ve used programs like Basecamp, Google Drive, And Slack for campaigns as well. Trello is made to organize projects, and that dovetails nicely with the utility needed for organizing a campaign. The fact that it is free is, of course, a major selling point to being able to test it out and try it. If I want to share it with other people for feedback, adding team members or making the board public is an option. Trello hits a lot of sweet spots for me to keep campaigns organized, but it’s certainly not the only way.

Everyone has a different method of campaign organization, and having the right tool to keep some structure to your plans can help you feel more confident in your improvisation. What is your preferred method of campaign and game organization? Have you used Trello or an alternative? What worked and what didn’t?

Categories: Game Theory & Design

Latest Wave of Star Wars: Armada Figures Now Available

Tabletop Gaming News - 2 February 2018 - 7:00am
You can now bring Grand Admiral Thrawn to your games of Star Wars: Armada. And, I mean, the Rebels are getting a new ship, too, but c’mon. It’s not an ISD with an all-new paint job and one of the most-loved characters ever from the Star Wars extended universe. I’m probably gonna pick one up […]
Categories: Game Theory & Design

Wyrd Friday Preview Posted

Tabletop Gaming News - 2 February 2018 - 6:44am
The Gibbering Horde is on display once more as Wyrd makes your Friday (a day which is already damn cool) even better. We get a look at the Speckled Crawler for The Other Side. From the post: Speckled Crawlers, like their Barbed cousins, occupy the lowest level of the Hordes’ food pyramid. They are the […]
Categories: Game Theory & Design

Merciful liberation: Can changes to Mercy improve female players' experiences? - by Leah Fredman Blogs - 2 February 2018 - 6:41am
Blizzard's game, Overwatch, recently nerfed Mercy, making her far less popular than in the past. As many women report being forced to play Mercy, I examine ways in which this virtual change may impact female gamers' experiences in the real world.
Categories: Game Theory & Design

Game Developers Out to Make a Statement in 2018 - by Dylan Moran Blogs - 2 February 2018 - 6:41am
Game developers to showcase their skills and get sound advice on their gaming projects.
Categories: Game Theory & Design

Content strategy to raise awareness of Brut@l during the PlayStation 4 launch - by Richard Wood Blogs - 2 February 2018 - 6:40am
A Breakdown of the Social Content and Strategy I employed at the launch of Brut@l on PlayStation 4.
Categories: Game Theory & Design

Post Mortem: Can't Anyone Save The World? - by Kayne Ruse Blogs - 2 February 2018 - 6:40am
A post mortem for my tabletop roleplaying game Can't Anyone Save The World?
Categories: Game Theory & Design

4 Way Stop - Hard Lessons Learned Making My First Game - by Ryan Holowaty Blogs - 2 February 2018 - 6:38am
One of our developers set out to make his first game during his spare time at Noodlecake. The project was supposed to last a weekend or two. Three years later the game is finally out. Find out what took so long.
Categories: Game Theory & Design

Stuffed Fables Now Available

Tabletop Gaming News - 2 February 2018 - 6:00am
Stuffed Fables is now available. That could just be the whole crux of the story, and that’d be fine. But Plaid Hat Games went one further. They’ve also posted up a video on their site about the psychology of playing board games, and they got a real professor of psychology to talk about it with. […]
Categories: Game Theory & Design

A jumpstart into environment art: Gathering fundamental techniques and transforming those fundamentals into a basic, easy to follow guide, designed for beginning environment artists and students. - by Danny Flu Blogs - 2 February 2018 - 12:49am
This blog shows my past in environment art and why I find it important to educate starting environment artists and students from the start on. This to make them excited about new software and programs, but also to bridge the gap of the unknown.
Categories: Game Theory & Design


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