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You are here: Home / Archives for game design

Game Design by Example: Making an Idea into More

May 27, 2016 by theothertracy

Valkiyries Logo

“I have this great idea for a game.” In creative circles, it’s a phrase that gets joked about because it’s often followed by some variation on “…and you should make it for me.”

Filed Under: Featured, Newest Critical Hits, Roleplaying Games Tagged With: demon hunters, game design, game design by example, valkyries

Game Design by Example: Introduction

April 29, 2016 by theothertracy

Valkiyries Logo

When I started designing games 4-5 years ago, I used to post all of my designs in public as I was working on them. As my life got busier, I started doing that less and less. I’ve recently realized that I need to do it more.

Filed Under: Editorial, Featured, Newest Critical Hits, Roleplaying Games Tagged With: game design, game design by example, valkyries

Shotgunning

April 12, 2016 by Chris Sims

Since that day my first nameless elf died in the gray-ooze cave in The Keep on the Borderlands, I was hooked. I got into roleplaying games over three decades ago because I was interested in the drama.

Filed Under: Analysis Paralysis, Editorial, Featured, Newest Critical Hits, Roleplaying Games, Video Games Tagged With: D&D, Dungeons and Dragons, freelancing, game design, intellectual property, nerd culture, roleplaying games, Storytelling, transmedia storytelling, world building

What Makes a Game Publishable?

July 24, 2015 by Dave

How can you decide if the board game you’re working on could have make it to store shelves? Here’s a few quick ideas.

Filed Under: Board, Card, and Miniature Games, Critical Threats, Editorial, Newest Critical Hits Tagged With: game design, game publishing

My 2014 as a Freelance Game Designer

January 23, 2015 by Dave

Dave recaps his 2014 as a freelance game designer in both tabletop and RPG, and learn how too much clicking can seriously derail a plan.

Filed Under: Board, Card, and Miniature Games, Critical Threats, Editorial, Featured, Newest Critical Hits, Roleplaying Games Tagged With: Apocalypse World, conventions, fate, game design, heat, magic the gathering, strange new worlds, timewatch, unpub

Stealing From Games (And A Game About Stealing)

June 3, 2014 by Dave

Heat

I see this a lot among game designers of all kinds, both new and experienced: “I really want to use [game mechanism X] but I worry it’ll be too much like [popular game].” I am here to set you free and tell you not to worry about that.

Filed Under: Board, Card, and Miniature Games, Critical Threats, Featured, Game Hacks & Content, Newest Critical Hits Tagged With: drafting, game design, heat, Kickstarter, lords of waterdeep, love letter, magic the gathering, scoundrels of skullport

Metatopia 2013 Schedule

October 28, 2013 by Dave

Metatopia is a unique convention, added to the roster of Double Exposure conventions. Metatopia covers games of all kinds, from board/card/party games to roleplaying games to live action games. As someone who has interests in all those areas, I’ve been happy to be at Metatopia every time they’ve put the convention on, including this year.

Filed Under: Board, Card, and Miniature Games, Critical Threats, Newest Critical Hits, News, Roleplaying Games Tagged With: conventions, game design, metatopia, metatopia 2013

Criminals: An Experiment in Card Game Publishing

June 12, 2013 by Dave

Around 2006-2007, I was involved with a small startup game company called Robot Martini. We focused at first on making small card games by friends. The whole thing didn’t work out. But we did make some cool games. Flash forward to 2012 when I heard a rumor that the company behind DriveThruRPG was starting their […]

Filed Under: Board, Card, and Miniature Games, Editorial, Featured, Newest Critical Hits Tagged With: criminals, drivethrucards, drivethrurpg, game design, publishing

Interview: Tracy Barnett, Designer of School Daze and One Shot

November 2, 2012 by Bartoneus

Tracy Barnett is a good friend of ours that has waged a one-man war on his own spare time. With his second KickStarter game, One Shot, ending in just over two days I offered to chat with him a bit about his projects and his thoughts on designing open to the public as he has made a habit of doing. You can also read more of Tracy’s thoughts on that subject in posts he wrote for us earlier this year, Game Design and Openness and Designing in Public.

Filed Under: Featured, Interviews, Roleplaying Games Tagged With: game design, Interviews, Kickstarter, one-shot, roleplaying games, sand and steam productions, school daze

Too Many Pillars: Background and Specialties in D&D Next

September 14, 2012 by Dave

I was reminded of this when playing the newest version of the playtest packet for D&D Next at Gen Con, and also clicked even more when thinking about themes and how they work in 4e (of which I just had an article posted with new ones, obvious plug) and also how 13th Age tackles it. Here’s my conclusion: I’m not a fan of the Race/Class/Background/Specialty system as implemented in D&D Next.

Filed Under: Critical Threats, Editorial, Featured, Roleplaying Games Tagged With: D&D, D&D next, game design, themes

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About the Author

  • theothertracy

    Game developer, writer, and all-around fountain of ideas both good and bad. Co-owner of Exploding Rogue Studios. Probably thinking about writing right now.

    Email: tbarnett72@gmail.comWeb: http://www.explodingrogue.com

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