First, go watch White, Brown, and Pink: The Flavors of Tabletop Game Randomness from GDC 2018. I’ll summarize a few points below, but in far less detail than that video. In designing games, a degree of uncertainty is essential. – Greg Costikyan, “Uncertainty in Games” (2013) According to the video, there are 4 main types […]
Category Archives: Game Design
Game Design – The Story of a Session, Part 1
While this doesn’t directly effect the conflict resolution system itself, one thing I’d like to come out of this game design is a game that can tell a story in a single session, with minimal prep – or carry itself over a multiple sessions. Yes, you can run a pre-generated one-shot adventure in Dungeons and […]
Why conflict resolution first?
The simple fact is, once the setting has been laid and the characters created, 90% of an RPG session is spent resolving conflict in one form or another. Apocalypse World, Dungeon World, and its various hacks/remixes have an interesting take on this. Yes, it’s a dice-based game (you roll 2 6-sided die), but the resolution […]
Conflict Resolution in RPGs, Part 1
Imagine, for a moment, you’re an adventurer, creeping down a hallway towards a treasure just out of reach. Or, imagine you’re defending the last remnants of humanity from an alien onslaught. The only thing in the way is you and your BFG-401K. Perhaps you’re a hacker, preparing to reveal the misdeeds of a corporation who […]