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.
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
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