Conflict resolution, take 3

After taking some time off and considering the previous entries in the system, this are my latest thoughts around conflict resolution for an RPG system. To summarize my previous goals: The system should allow to strategy and semi-predictable outcomes. It should be neither totally random (dice rolls) or totally predictable). If the order of play […]

New job, new distractions

First, I’ve taken a break from my game design experiment because I started a new job. I’m no longer a UX Manager at eBay. I’m now a Senior UX Designer at Indeed. My thoughts on job titles, taking a management (or individual contributor role), and looking for and leaving jobs. I had a week in […]

Game Design – 4 Eras

Each of the 4 pre-defined eras (and any custom eras) starts with understanding the time period, state of the world, and the location of the story. What is the defining event that begins this era – whether it’s a deviation from our own history, or a future timeline? What is scarce, exciting, and new? What […]

Game Design – The World

The gameplay in an RPG is shaped by the system, which is shaped by the world. A high fantasy world doesn’t involve computer hacking, and an alternate-present sci-fi adventure doesn’t take well to magic spells (or at least needs some interesting hand-waving). Personally, I’m tired of ‘standard’ fantasy settings (think anything Tolkien or D&D inspired). […]

What isn’t UX design?

To summarize Christina Wodtke: User Experience Design is the design of: The concept or model for the system (or product) and its organization and use. System behavior, including feedback. How data is ordered and expressed to users. How the user interacts with all of the above, whether it’s a digital, physical, or voice UI, or […]

RPG Character Creation, Part 1

D&D is probably the best known modern RPG system, and it’s character creation system is fairly well known. Select a race and class, apply your randomly generated stats, and add the appropriate bonuses. This approach tends to lead to gaming the system for stat boosts, considering the nature of the game lies in modifying an […]

Conflict Resolution: Wrap Up

I’m not sure, right now, which conflict resolution system is better. Likely, I’ll want to do some beta testing to see what actually works best. On the surface, both options should work for their intended purposes of allowing informed, strategic decision making without being totally predictable. One unintended side effect is that individual rounds of […]