The Hotness
Games|People|Company
Artifact
Push Me Pull You
Scythe: Digital Edition
Hearthstone: Heroes of Warcraft
Mystic Vale
City of Heroes
Star Trek: The Next Generation – Birth of the Federation
Minecraft
Defense of the Ancients
Final Fantasy VII Remake
Stellaris
Super NES Classic
Unravel Cyndy
Mass Effect 2
Fallout 3
Castlevania: Symphony of the Night
Scribblenauts
Professor Layton and the Curious Village
Planescape: Torment
Baldur's Gate
Titan Quest
Castlevania: Portrait of Ruin
Speedball 2: Brutal Deluxe
CivCity: Rome
Spelunky
Machinarium
Castlevania: Dracula X
Limbo
SimCity (1989)
Castlevania: Order of Ecclesia
Final Fight
Crusader Kings
Geneforge 2
The Operational Art of War III
Too Human
Pokémon Ruby and Sapphire
Autoduel
DiRT 2
Civilization V
Deus Ex: Human Revolution
realMyst
The King of Dragons
Angry Birds Rio
Avadon: The Black Fortress
Mass Effect 3
Journey (2012)
Arcana Heart 3
Dragon Age: Inquisition
The Last of Us
Endless Space
Search: Titles Only:
Article Edit | History | Editors

Weekly Design Discussion Idea List

This is a repository for topic ideas for the series shown here: Weekly Design Discussion: Collected Topics, run by vestige.

The list below collects my ideas (often quite cryptic) as well as suggestions from others (mostly culled from this thread: Soliciting feedback on the Weekly Design Discussion (even if you've never participated!)). Please feel free to add more suggestions - or, of course, to simply post a topic yourself! The worst thing that could happen to the forum is if the WDD were the only venue for posting new topics. Or, you can geekmail me with suggestions

Also, if any of these topics particularly interest you, feel free to add notes or just a "+" to tell me that people are interested.


Alternate Character Advancement
Alternate character roles (like in Changeling)
Social mechanics (like in Amber)
Rules that apply to players instead of characters (like laughing in Toon)
Dice replacements / Alternative randomizers - Cards, point pools, chit draws... +
Designing for non-linear narratives; see In A Grove.
Design elements of Nomic-style games: learning, currencies; see Mornington Crescent.
Playing with language: language as currency, language as levelling up; see George Perec's A Void.
Explicit pacing guides
How often should characters succeed at tasks?

Bell curves
Background abilities
Heroism
Clue distribution
Task v. conflict resolution
Maps and minis
Survivability +
Metagame structure +
Beginning the story
Research
Economics +
Gadgets
Effects-based powers
Puzzles
Heists
How focused should a game be?
Bennies
How specific should powers get?
Random encounters/wandering monsters
Evoking intensity
Is an economy necessary for narrative qualities?
Skills, attributes, and realism
Lonely fun
Mechanics of comedy
How do you introduce old players (used to a particular system) to a new game (with different mechanics)?
How do you introduce new players to their first game?
Encouraging (or discouraging) over the top play
RPG design and baby toys (selling the design to readers, and then getting them to play)
Deliberately shutting down options
Character creation as a way to avoid problems


There were also some suggestions for "practical" topics rather than questions about systems and theory. I'm not sure how they fit into this; maybe a supplemental series at some point, since I have zero expertise whatsoever. Here are the suggestions so far:

Marketing
Publishing
Book format
Generating Buzz (like Dogs in the vineyard vs Shadow of Yesterday or D&D vs Gurps)

[What Links Here]
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.