Tag Archives: Game Design

16.23: Rules and Mechanics

Your Hosts: Mary Robinette Kowal, Cassandra Khaw, Dan Well, James L. Sutter, and Howard Tayler

Let’s talk about how players interact with the mechanics of the game, and what kinds of requirements those might put on the writers.

Credits: This episode was recorded by Marshall Carr, Jr., and mastered by Alex Jackson

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Pick a game you’re familiar with and design three new rules elements for it. These could be new cards for Magic, new feats or character abilities for a TTRPG, new power-ups for Super Mario, etc.
Try to think through all the ways these could be fun, and then try to find ways a player could use them to totally break a story.

Disco Elysium

16.22: Scenes and Set Pieces

Your Hosts: Mary Robinette Kowal, Cassandra Khaw, Dan Well, 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

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Design an encounter for a game you’ve enjoyed, hitting each of the following factors: setting, challenge, adversaries, rewards, and story development.

16.20: Branching Narratives

Your Hosts: Mary Robinette Kowal, James L. Sutter, Dan Wells, Cassandra Khaw, and Howard Tayler

How do you give players meaningful choices while still keeping the story within a reasonable set of boundaries? In this episode James and Cassandra lead us in a discussion of branching narratives, and the ways in which we as writers can create them.

Credits: this episode was recorded by Marshall Carr, Jr., and mastered by Alex Jackson

Liner Notes: Dan mentioned this collection of “Choose your own adventure” plot maps.
Howard illustrated the concept of “narrative bumper pool” in Tracy Hickman’s X-TREME DUNGEON MASTERY

A branching path which begins at point A, and ends at either point X, Y, or Z.
Narrative Bumper Pool from X-TREME DUNGEON MASTERY, used with permission
Play

Write a short “choose-your-own-adventure” story.

The Planet Mercenary RPG, created by Alan Bahr, Howard Tayler, and Sandra Tayler.