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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Lessons from Iron Chef  (Read 5315 times)
talysman
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Posts: 675


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« Reply #30 on: April 27, 2004, 10:29:05 PM »

Quote from: Zak Arntson
When designing a roleplaying game, just as with a video or traditional game, you need to define states of play. This is often overlooked or poorly documented in an rpg's rules. You need to dictate which participants can do what, and exactly at what times.


your comment during the Iron Chef competition about state machines was extremely informative. I'm thinking now that if I were trying to tell someone how to design an rpg, I'd say:

 -- start with a one paragraph (less than 100 words) concept summary.
     (don't write any other setting details)
 -- write up a script of what you imagine play to be like, with no mechanics
    (examples of this have been discussed before)
 -- go through the script and make short 2-to-3-word notes about certain core concepts that appear, like "player initiates conflict" or "director stance".
 -- begin flowcharting these concepts into a state machine
     (I'm thinking of testing DENIM for this)
 -- create your basic mechanics from these refined concepts
 -- test to see if the mechanics generate the desired flow (script) and states; modify or expand mechanics as necessary.
 -- when it's all set, work on the actual setting, starting with short lists of typical characters, settings, and situations; looking over what the system can potentially do and filtering it through your concept summary will give you additional ideas for setting, character, situation and color

I think most murky RPGs, especially heartbreakers, start with the text first and work down, when really you need to start with the bones and work your way up.
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John Laviolette
(aka Talysman the Ur-Beatle)
rpg projects: http://www.globalsurrealism.com/rpg
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