Game Design

Way of Rhea's Entity System - by Mason Remaley Blogs - 2 July 2019 - 7:44am
Trade-offs made in the design of Way of Rhea's entity system.
Categories: Game Theory & Design

DunkRatz Design Blog: Path to the Cheese Cannon - by Ozzie Smith Blogs - 2 July 2019 - 7:43am
DunkRatz is local multiplayer game where players controls rats that fight over cheese to feed to their team's giant baby. But if the babies can be picked up and thrown the arena just like the cheese, what's the best way to respawn the cheese?
Categories: Game Theory & Design

Advanced Designers & Dragons: RIP: Larry DiTillio, James Mathe, Lee Garvin

RPGNet - 2 July 2019 - 12:00am
Remembering three illuminaries lost in 2019.
Categories: Game Theory & Design

Sponsored: Learn how to massively scale your multiplayer game with this free webinar

Social/Online Games - Gamasutra - 1 July 2019 - 10:00am

Join Redis Labs and Gamasutra for this free webinar on how developers can scale their multiplayer games using multiple cloud providers and without driving up costs. ...

Categories: Game Theory & Design

Historians discuss Total War: Three Kingdoms - by Bob Whitaker Blogs - 1 July 2019 - 7:46am
Historians John Harney and Maggie Greene discuss Creative Assembly's latest Total War title, Three Kingdoms. Topics include the Three Kingdoms period, Confucianism, and Chinese literature and cultural history.
Categories: Game Theory & Design

The Big Question about Loot Boxes and Gambling - by Lucy Palmer Blogs - 1 July 2019 - 7:46am
The core difference between loot boxes and "Kinde Eggs" should be a simple one but looking at the scientific case and UK's stance on the issue proves the controversial matter far more complicated than one would expect.
Categories: Game Theory & Design

Designing for short and long term fun - by James Kay Blogs - 1 July 2019 - 7:45am
A simple design roadmap to ensure long-term enjoyment in Piczle Cross Adventures.
Categories: Game Theory & Design

Charting Through Pacing of Uncharted 2. Part 2 - Narrative Techniques - by Stanislav Costiuc Blogs - 1 July 2019 - 7:35am
Uncharted 2 has some of the most exceptional pacing in action/adventure video games. Let's take a look at what that means and how the game achieves it.
Categories: Game Theory & Design

Run, Jump and Climb: Designing Fun Movement in Games - by Caleb Compton Blogs - 1 July 2019 - 7:35am
Moving a character is so common in games that players and designers often take it for granted. However, while it can be tempting to use the default movement options in a game engine, designing great movement can make simply controlling a character fun
Categories: Game Theory & Design

Sticky Situations (Harnessing Office Supplies For Better Gaming)

Gnome Stew - 1 July 2019 - 4:00am

Over the last few years, whenever I watch a movie at home, it is not uncommon for me to do so with a notebook next to me. It started, where most things did for me, with Star Wars.

Back when I was running multiple FFG Star Wars campaigns, I wanted to make sure that I wasn’t losing touch with what actually made Star Wars unique. Sometimes it can be easy to remember the shape of something while losing the spirit of the thing.

I started at the beginning, and whenever a certain trope jumped out at me, I would write it down. Then, when that trope came up again, I would mark it down. After a while, I came up with a “map” of how often certain tropes came up in the Star Wars movies, along with a few keywords that modified how that same trope was used later in the series.

For example, racing might come up multiple times, but it’s not always a literal race that is taking place, just racing terminology or references to races. Its a recurring theme in some form, but not always expressed the same way.

Expanding The Practice

While I started doing this for Star Wars, I decided that any game I was running that had a lot of strongly recurring tropes could benefit from this approach. So later on, when I was running Monster of the Week, the notebook would come out when I was watching Hellboy, Grimm, or Supernatural. When I was running 7th Sea, I watched Black Sails and the BBC Musketeers series with the notebook at hand.

While I think I retain a good amount of genre knowledge when I run a game, taking these notes helped me to remember that I would have a “surface level” of comfortable tropes that came to mind, but other tropes came up nearly as often, and I didn’t use them nearly as much. Taking the notes deepened the degree to which I was getting immersed in the storytelling conventions of the media I was watching.

The next step beyond taking notes was to come up with short phrases that summarized some of the recurring themes and elements that I had in my notebooks. This might be something like “there is a race going on somewhere,” or “what kind of races do they have in this part of the galaxy.”

After coming up with these phrases, I would transfer these notes to sticky notes. Why would I do that? Well, let’s look at how I’ve been plotting my games.

How I Structure My Games

Instead of having a detailed outline or formalized adventure structure, I’ve been writing up many of my games as a series of potential scenes, summarized on notecards. This will be just a few notes, explaining how the PCs might get into this scene, how it might play out, and what the possible “exits” from the scene are.

For example, “if they get arrested” might be the introduction. “If they bribe the police,” and “if they fight their way out” might be exits. These aren’t meant to be the only way to exit the scene, just some ideas. The main purpose of the introduction and exits are to form connections between the scenes that don’t need to be linear.

Now, back to those sticky notes. While my index card scenes are very much rooted in the specifics of the campaign, I will often add the sticky notes to some of those cards as reminders to add something extra to the scene, but only if it has room for it. In the above example, the PCs might get arrested by Corporate Sector Authority police. The PCs have already been arrested, because they got into an all-out brawl with a bounty hunter in public, and got knocked out.

I already know that, if the PCs don’t attempt anything else, there will be a power fluctuation and the force field will drop. Maybe they will run. Maybe they will get into a fight. But before that, I want to give them a chance to roleplay and come up with their own solution. I’ve put the “there is a race going on somewhere” sticky note on this index card. If it makes sense, I’m going to work that into the scene.

The players start to talk about how bad the situation is, and what they need to get done once they get out of jail, but they aren’t engaging the scene yet. In this case, I might have the CSA police start to have a conversation among themselves. I have two of the cops discuss how much they have lost on the local skimmer races. It’s just something I’m throwing into the scene, but it’s in keeping with the genre. If it doesn’t bear fruit, it at least reinforces the overall tone of the setting.

The PCs, in this case, decide to act on that comment. One of them mentions that they know a local mechanic and they have inside information on the races. When the cops don’t seem upset about inside information, they press a little further and offer to talk to their friend about “fixing” the race, if their arrest report “gets lost.”

The PC ends up being supremely charming, but the cops mention that there are surveillance cams all over, and they have their ship registry, so don’t leave town without talking to their friend. It’s not exactly a bribe, but its close enough that that might be a good “exit” to use to connect to the introduction of another scene I may have wanted to introduce, for example, a local contact that wants people to dig up some dirt on the local authorities for some credits.

The players may never have gotten to that point in the scene. One of them may have a talent that lets them cause devices to go haywire once per session, and they use this to get out of the cell and start a chase scene to run from the CSA cops. No chance to logically bring up a race in this instance.


If the players don’t bite, or you never get a chance to bring up the “extra” element on your sticky note, it doesn’t go away. You just tuck it back into your notebook and add it to another index card in the future, because it’s a recurring trope for the game that you are running.

You don’t want to hammer even recurring tropes that you have identified too often. If you put a sticky note on an index card, and it isn’t used, you may just want to save it for the next session. If you do use it, you may want to initiate a “cool down” period for that trope. In this case, you may want to have two pages in your notebook, one for “active” elements, ready to be put on index cards, and one for “recharging” elements, that you won’t move back on to the “active” page until you have cycled through all of those post-its.

What if you don’t sketch out your encounters on index cards as I do? You can still use the sticky notes to remind you of these tropes, as long as you have something where your adventure or adventure outline is written. You can stick your sticky notes to the side of an encounter in a notebook, or next to an encounter section in a published adventure, to remind you to use the trope as well.

Converting Adventures and Importing Tropes If you put a sticky note on an index card, and it isn’t used, you may just want to save it for the next session. If you do use it, you may want to initiate a “cool down” period for that trope Share1Tweet1Reddit1Email

You can also drift this technique from just injecting tropes from certain genres to adventures that you have adapted. For example, let’s say you want to run Storm King’s Thunder in Eberron. You have already done the major work of deciding where it is going to take place, and what organizations will be swapped out to make the adventure work. Looking over the adaption you have done, however, you still feel like much of this is just a matter of swapping out proper nouns. There are some elements of the setting you feel make Eberron unique from Faerun.

This is a perfect time to create “trope” post-its for elements of Eberron that you feel are unique to the setting. You might have post-its reminding you to have someone mention what they did during the Last War. You might add other notes to have air travel referenced. You may even just leave notes to make sure to mention that presence of warforged or shifters in a scene, since the standard descriptions won’t add those setting specific elements.

A Lightly Applied Sledgehammer

Finally, there may be something in an adventure that the PCs have encountered, but they may not have picked up on the significance of that item yet. You can add a sticky note to your rotation to bring up something about that item later on. Putting it in the rotation with your regular “trope” sticky notes means that it won’t be too obvious that you are hitting the PCs over the head with references to the item they may not have thought important, but it will keep coming up, giving them a chance to think about it again every time you work in a reference to that item.

I’m guessing I’m not the only one that desperately tries to justify buying office supplies in this hobby. If you have some favorite tricks for running or playing games that involve various office supplies, let us know in the comments below. I’m looking forward to impulse buying all new things based on your suggestions.

Categories: Game Theory & Design

Video Game Deep Cuts: Valve's Index Vs. Super Mario's Bloodstained Invasion

Social/Online Games - Gamasutra - 28 June 2019 - 3:47pm

This week's roundup includes a look at Nintendo's spritely Super Mario Maker 2, more impressions of IGA's much-awaited & Castlevania-ish Bloodstained, and a surprising new invasion in EVE Online. ...

Categories: Game Theory & Design

Don't Miss: Understanding the successful relaunch of Final Fantasy XIV

Social/Online Games - Gamasutra - 28 June 2019 - 11:57am

Final Fantasy XIV: A Realm Reborn director Naoki Yoshida offers a behind the scenes look at the creation, struggle, and eventual relaunch of the second major Final Fantasy MMORPG. ...

Categories: Game Theory & Design

Stadia head: Devs, publishers, and players aren't ready for a subscription-only platform

Social/Online Games - Gamasutra - 28 June 2019 - 8:39am

Stadia head Phil Harrison says that the decision to sell full price games alongside support for subscription services aims to give players and devs more choice. ...

Categories: Game Theory & Design

A team lead's takeaway on a year long project. - by Nick Guilliams Blogs - 28 June 2019 - 7:14am
Working in an unavoidable flat hierarchy in combination with a huge skill & motivation difference between team members from the perspective of a team lead.
Categories: Game Theory & Design

Monsters & Manners: A Mini-Etiquette Primer for TTRPGs

Gnome Stew - 28 June 2019 - 6:30am

 Dice–they’re almost as important as manners at a gaming table

Well, it finally happened. It took a couple of weeks or longer, but you’re finally getting comfortable with your fellow adventurers in the tabletop game you’re playing! You might even think you’re starting to become a group of friends. However, you’re start noticing some things: curses and profanities start slipping out easier when you’re sitting with them when you’ve rarely used such language before, maybe a few party members say some things that make you uncomfortable but you’re not quite sure how or if you want to confront them about it, maybe few of you are actively taking notes during a bit of exposition or writing down what you’ve found during an Investigation check, but the rest of the table are on their phones or zoned out a bit. It’s all well and good that you’re getting comfortable with your new friends and having a good time, but don’t let your manners fall to the wayside because you’re all having fun. However, if you found yourself in a situation like this, then this article will give you an idea of what to do or at least it’ll help start a dialog.

Crass Language During The Game:  It’s all well and good that you’re getting comfortable with your new friends and having a good time, but don’t let your manners fall to the wayside because you’re all having fun. Share1Tweet1Reddit1Email
  • One of the trickiest things to deal with during a game is language. Sometimes a Player Character or an NPC’s personality leans itself on the rougher side, so crass language may happen while they speak. Other times a curse may slip out depending on which way the dice may roll. No matter what happens, you have to be mindful of your words and surroundings especially if you’re playing in a public place—because let’s be real, you don’t want to be indirectly responsible for a little kid learning about curse words, do you? So be mindful and modify your language depending on where you’re playing, and just give your fellow party members a little nudge when they slip up too. We’re only human.
Showboating Party Members:
  • You’ve met those kinds of people before: they talk a little loud, try to hard to lead the party, and gets more than bit too huffy when they don’t get their way or they aren’t the center of attention. They’re the types to seem to forget that Tabletop RPGs are a cooperative storytelling medium—especially if it’s their first time playing and they’re not sure what to do. In any case, try pulling them aside and talk to them once the game’s over. Say something along the lines of “Hey, I saw you were really taking charge the past few sessions, but you were ignoring any input the rest of us were adding. Maybe you could take a set back next time, let the rest of have a shot?” If the behavior still persists, the try talking to your GM to see if they can’t smooth things over.
Disengaged During the Story:
  • If you start noticing glazed over looks around the table as the story’s going, don’t panic. There are simple ways to fix the issue of your players zoning out during your game. On the player’s side, try to avoid lingering on your phone or tablet during the game. If your GM is cool with the table using online tools or you’re queuing up the ambient music for the scenario, then that’s fine; just make sure you’re still paying attention and actively listening to what’s going on. On the GM side, talk to your players before and after to the game to gauge how they’re feeling. If they’re feeling bored with the increase in exposition and RP, maybe add more encounters next time. If they feel like they’re wading through too much combat, try adding in puzzles to solve or ask if they want to RP some downtime at the table. The goal is to tell a story, but communication is key if you want your table to have fun while doing it.
Discomfort During the Game:
  • Everyone has different gut reactions when dealing with uncomfortable subject matters during a game–for me, it’s a cold shiver running up my arms and cold, sinking feeling in the pit of my stomach. There are many ways to deal with discomforting and triggering content during game time, but I’ll give best advice now–if you know you can’t deal with it, politely remove yourself from the table. It’s just a game, don’t have your mental health suffer for it.
  • This piece of advice is for the GMs, however: talk to your players so you know what their fears and discomforts are so this doesn’t come out of the blue for them. I highly suggest asking what kinds of things your players find uncomfortable during a Session Zero-type scenario–it’ll make things easier in the long run, and if you have redo or throw out an entire encounter or plot-hook, then so be it. Your players will thank you for considering their needs and will want to stay because they have a GM who’s compassionate and listens.
You Are A Guest, Act Like One:
  • I know, I know, this is self-explanatory but it still needs to be said. If you’re playing your game in a public space, a gaming store, someone else’s house, or any public place then please clean up after yourselves. Don’t leave your garbage lying around, clean up any spills you see, etc. Maybe I’ve gotten a tiny bit jaded from college or going to conventions, but seeing people not clean up after themselves always bothered me. You are a guest in the space you’re playing in, so don’t treat it like your home, okay?
Communication is Key:
  • This is the biggest piece of advice I have: communicate! GMs, talk to your players. Players, talk to your GMs and your fellow adventurers. You’re all building this story and this world you’re wandering in together, so talk and discussion is the most powerful tool you have. The more you talk, the more you’ll get to know what everyone around the table is thinking, and that will lead to better ideas, clearer plans, and people who will catch and pull you back if you start straying. You’re going to be spending a lot of time with these people, the best thing you can do is start talking to them.

Honesty I could go on at length about this for days, but I just wanted to give you guys a launching point to start the conversation. Whatever you do at your table is yours and your alone. Just remember your manners, be good to the people who are at the table, have fun, and if you have to leave the table then there’s no shame in leaving. But what about you guys? What’s your experience with manners at your tables? If you have any great or not-so-great stories about your table’s etiquette, then leave them in the comments below–though hopefully it’s more good experiences than bad. 

Categories: Game Theory & Design

Video Game Deep Cuts: Valve's Index Vs. Super Mario's Bloodstained Invasion - by Simon Carless Blogs - 28 June 2019 - 3:41am
This week's roundup includes a look at Nintendo's spritely Super Mario Maker 2, more impressions of IGA's much-awaited & Castlevania-ish Bloodstained, and a surprising new invasion in EVE Online.
Categories: Game Theory & Design

The Game Outcomes Project isn't returning for its 2018-19 edition

Social/Online Games - Gamasutra - 27 June 2019 - 3:26pm

In light of the project's cancellation, the team behind it has released a ton of new interactive charts exploring the findings of the 2014-15 study. ...

Categories: Game Theory & Design

Valve clarifies Steam Sale event after devs chart declining wishlists

Social/Online Games - Gamasutra - 27 June 2019 - 1:12pm

Valve offers a much-needed clarification after developers surmised an event's unclear rules were likely behind players removing cheaper games from their Steam Wishlists en masse. ...

Categories: Game Theory & Design

Animoca Brands acquires token mining engine maker Gamma

Social/Online Games - Gamasutra - 27 June 2019 - 10:24am

Animoca Brands has acquired the company behind the software used to power Razer†™s SoftMiner. ...

Categories: Game Theory & Design

Video Games Marketing 101: Marketing Plan and Campaign [VIDEO] - by Michal Napora Blogs - 27 June 2019 - 8:00am
To make something great, you have to plan it out first. And that same theory applies to marketing your game.
Categories: Game Theory & Design


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