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Schoolyard Pokémon Battles

I’ve talked before about children playing Among Us on the schoolyard by making up the rules and trying acting within genre expectations. I recently saw a schoolyard Pokémon battle in the same style. The kids, who were about 11 years old, stood opposite each other a few meters apart, and took it in turns to … Continue reading Schoolyard Pokémon Battles

The three best spells in Harry Potter: an overly comprehensive thought-train

Mood music The vast majority of spells in Harry Potter seem to involve Aiming a wand Enunciating words precisely Waving the wand in a precise way Exerting enough energy or power Knowledge of the spell – either through learning or observation This works great for a video game, all the precision can be timing of … Continue reading The three best spells in Harry Potter: an overly comprehensive thought-train

Too much/not enough player knowledge and pre-existing settings

Mood Music Suppose I want to run a game set in the Warhammer 40k universe (inspired by the Gaunt’s Ghosts series) set around a platoon or company of guardsman. They are sent to all sorts of hell-holes, battlefields and all-too-quiet patrol routes. They fight aliens, mutants, heretics and the bureaucracy of the Adeptus Administratum. It’s … Continue reading Too much/not enough player knowledge and pre-existing settings

Eradicate external canon

Internal canon is concerned with matters in the fictional world. External canon is concerned with how the fictional world relates to other stories. An example of internal/external canon As a kid I had a toybox with a mix of toys. There were some superheroes, lots of freebies from McDonalds, some wrestling federation action figures and … Continue reading Eradicate external canon

Character progression in games III: The Flag system of development

In part 1 I discussed some things I do and don’t like about character progression in games. In part 2 I wrote a criteria to examine character progression with: Is it appreciable, qualitative and distinctive? Character progression often comes out of the blue. You suddenly know countercharm because you are a 6th level bard. We … Continue reading Character progression in games III: The Flag system of development

Character progression in games II: Appreciable, Qualitative and Distinctive – the DAQ criteria

In part 1 I discussed some things I do and don’t like about character progression in games. From the observations in part 1, I’ve made a simple criteria to examine character progression, specifically, the mechanical abilities and features that characters get (I’ll be calling them all features because its a reasonably generic term). The DAQ … Continue reading Character progression in games II: Appreciable, Qualitative and Distinctive – the DAQ criteria

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