Category: Design Journals

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Interesting Fauna

So far in this series of “interesting” articles, I’ve covered food, weather, foliage, and urban locations. I think it’s about time to talk about the creatures that inhabit the world. That’s right. The fauna of the world can be even more interesting than many of the...

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Design Flow: It’s Your Game Now

There is a thing about designing a setting that I have come to learn as I have gone from designing and playtesting Hydro Hacker Operatives, that I did not realize. Eventually, the setting is not your own anymore. Once the game goes out into the world, everyone will read it and play it, with their...

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Design Flow: Removing A Good Rule

Often we think of playtesting for rooting out bad rules—things that are broken, don’t work, or are not clear. But sometimes in playtesting we find a perfectly good rule that by itself is excellent, but in the greater whole of the game does not work. Recently I found such a rule. One that I liked...

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Design Flow : Conveying Table Culture

“What is your game about?” Your first reaction, the most obvious one, is to talk about the setting of the game—the elevator pitch. Hydro Hackers has an elevator pitch that I think does a pretty good job answering that question (see the end of the article). Let’s go one level deeper, and we can ask...

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