Shall We Play A Game?

When you talk about Game Theory, most people may not always understand what you mean by that. For example, the Beautiful Mind scene about picking a girl gives us a prime example of this. People don’t grasp the mathematics that makes up problems around the world, much like when we look at how Sherlock Holmes deduces Read more about Shall We Play A Game?[…]

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How To Lead Players By The Nose

Many players say they hate railroads because they hate being on the track and having no choice in the matter of where the story goes. However, when done right, players will hardly notice the fact that the choices they make are playing right into the story. Putting the decisions in front of the player and Read more about How To Lead Players By The Nose[…]

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Soap Opera Storytelling: Tales to Tell

So far, we have focused on the community and their connections to give us our base of actors and some ideas as to the sort of stories to tell by their relationships. For example, we may have a guard who is sleeping with the wife of the mayor, but what other sorts of story options Read more about Soap Opera Storytelling: Tales to Tell[…]

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Soap Opera Storytelling: What’s My Motivation?

“There are eight million stories in the naked city; this has been one of them” These words ended the movie “The Naked City” released in 1948, and also the tv series of the same name in 1958 that ran for five years. The idea of that line was basically the idea that, to quote the Read more about Soap Opera Storytelling: What’s My Motivation?[…]

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The Tide Has Turned: Combat in Waves

In a video from AnimeMilwaukee 2017, Matt Mercer and Marisha Ray, as well as a brief virtual visit from Laura Bailey and Travis Willingham, did a panel answering questions about their roleplaying experience as they have been sensations on Geek & Sundry’s series of live tabletop broadcasts in the Critical Role series. What inspired this post Read more about The Tide Has Turned: Combat in Waves[…]

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Dungeon Design: Thinking in 3D

We see our world as a three dimensional experience, where we factor in the length, width and depth of objects. We factor this into our construction as well, building objects into towers, pyramids and other such structures, usually to meet criteria for its use as well as for some artistic values that we are going Read more about Dungeon Design: Thinking in 3D[…]

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Gamemastering By Pushing The Envelope

Our motto was “bite off more than we could chew, then figure out some crazy complicated way to make it work.” Source: Making Crash Bandicoot pt. 3 The Crash Bandicoot quote comes from the fact that to get the game to do what they needed it to, the designers would come up with something they Read more about Gamemastering By Pushing The Envelope[…]

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Analyzing Open World Intelligent Design

People can approach the same design problem and choose to solve it in radically different ways depending on their perspective of the problem, which in turn results in radically different games. If you think about jumping over a pit being about precision, you get Super Meat But. But, if you think of it as being Read more about Analyzing Open World Intelligent Design[…]

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Think Big, Play Small

There are a lot of fictional settings with some sort of war taking place predominantly in it, where there are various skirmishes here and there along contested lines of combat. Various fantasy movies from 300 to Lord of the Rings to Chronicles of Narnia and even Star Wars have large battles taking place as cinematic Read more about Think Big, Play Small[…]

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