Your Hosts: Mary Robinette Kowal, Cassandra Khaw, Dan Wells, James L. Sutter, and Howard Tayler
Let’s have a discussion about scenes and set pieces, and let’s lead with this: prose writers often create longer pieces using scenes as building blocks, and in this thing writing for game design is very, very similar.
Scenes and set pieces are some of the most critical components in game design, and each of them must deliver several different things to the players in order to work well.
Credits: This episode was recorded by Marshall Carr, Jr., and mastered by Alex Jackson
Podcast: Play in new window | Download (Duration: 25:11 — 18.2MB)
Design an encounter for a game you’ve enjoyed, hitting each of the following factors: setting, challenge, adversaries, rewards, and story development.
2 thoughts on “16.22: Scenes and Set Pieces”
This week, our players, Mary Robinette, Cassandra, Dan, James, and Howard, talked about what elements you need to consider when designing scenes and set pieces. They discussed five key threads, setting, challenge, adversaries, rewards, and story development. Plenty of interesting thoughts, available to read now in the transcript in the archives.
The transcript is also available over here:
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