Archive for January, 2008

Game Modes: Repping, Driving, Divining

Tuesday, January 22nd, 2008

I’ve got some ideas about the modes in which people interact with their game system. They have the funny names above; sorry about that. Also, these aren’t “categories” of course; just a few loci I’ve noticed so far. Also, I’m not going to keep doing these rather floaty idea-posts too often: promise!
Rules are repping for [...]

Ideas | 1 comment

Ideas for Freeform Conflict Modeling

Wednesday, January 9th, 2008

Conflicts in storygames can have direct “mechanics” attached, but this isn’t the only way to go about it. You may instead want some nonmechanical-yet-guided way to enter and play out a conflict, and possibly (but not necessarily) finding a resolution. (This is, in part, an attempt to mix conflict resolution with my take on “structured [...]

Ideas | 1 comment

Choice of narratives for political stories

Tuesday, January 8th, 2008

I’ve added a brief stub to the sidebar, describing “Governor”, a possible future project. Here’s a sample story that I might like to see in come out of such a game:
Consul Esa was elected to her post at a young age, and was known for her focus on delivering greater prosperity to her province, so [...]

Games in Progress | No comments

Test early and often!

Thursday, January 3rd, 2008

I’ve been working on two games, and even had a chance to put them both through an early test. I got great feedback: both tests revealed some critical problems in the rules thus far. I’m thankful for this greater insight at an early stage. (It definitely helps that despite being “failures” in some sense, both [...]

Games in Progress | No comments

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