Category Archives: Game Design Theory

Hero Experience In Dungeon Sagas

As I mentioned yesterday, the experience system is linked to the rest of the Downtime process. I’ll explain how in a moment, but first a handful of points that came up in the comments from yesterday’s post and which I should probably stress … Continue reading

Posted in Board Gaming, Dungeon Sagas, Game Design Theory, Kickstarter | 29 Comments

Dungeon Sagas Development

Obviously, the end of the Kickstarter is just the beginning of the Saga. Though we’ve only got a few hours left I’ll still be posting up development notes over the next few weeks and I’ll be very happy to hear … Continue reading

Posted in Board Gaming, Dungeon Sagas, Game Design Theory | 33 Comments

Random Dungeon Sagas

As you may have seen on the (huge) Kickstarter update 40, random dungeons are in, and they look like being a lot of fun. The random element can really capture the whole exploring the unknown feeling, with the potential for nasty surprises … Continue reading

Posted in Board Gaming, Dungeon Sagas, Game Design Theory, Kickstarter | 39 Comments

What’s The Difference Between Core And Advanced DS?

Dungeon Sagas is more than a game: it’s at least two games¹. The boxed set is divided into a Core game and an Advanced game. We’ve mentioned this distinction before, and those of you who came along to the seminars … Continue reading

Posted in Dungeon Sagas, Game Design Theory, Kickstarter | 24 Comments

Why Co-Op And I Don’t Get On

Co-operative play is rather fashionable in game designs at the moment. It comes in a few distinct flavours, and although they can be quite different they all tend to get lumped together into “co-op”. Personally, I like some types and can’t get … Continue reading

Posted in Dwarf King's Hold, Game Design Theory | 45 Comments

Deadzone Points Values

Of all the games I’ve worked on, Deadzone is probably the most awkward to balance in terms of points. There are all the usual reasons for points systems not working, though in the case of DZ it’s more than that. … Continue reading

Posted in Deadzone, Game Design Theory | 35 Comments

Playtesting Questions

I was asked the other day about playtesting. Over on the Games Design page John said the following: “I’ve been developing a game with a few friends for a while, could you maybe provide some insight into what kinds of … Continue reading

Posted in Game Design Theory | 13 Comments