Category Archives: Game Design Theory

Ultimate DreadBall

This gets increasingly Blue Sky, but what the heck. Might as well talk about it now, right? Once DreadBall is out, and assuming that we’ve sailed through the Kickstarter levels to get Season 2 out as well, we’ll have a … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 55 Comments

DreadBall – Season 2 Musings

Just for a change of pace, I’d like to talk about where I’d like to go with DreadBall in a design sense. Before I go further, let me say that none of this is carved in stone. The nearer stuff … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 46 Comments

DreadBall Design Notes – How Do You Score?

A couple of people have asked about this, so I’ll take it from the top. Firstly, how it looks in the “real” game that I have in my head, then in the board game.   Scoring Strikes in the Real … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 24 Comments

DreadBall Design Notes – Any Requests?

DreadBall, like most games, involved a large number of people in its production. I’m happy to say that many of them are now floating round the net answering questions and explaining how things work, and while I am the designer … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 45 Comments

DreadBall Design Notes – Managing Your Actions

    I want to take a step back from the detail of the dice and stats, and look today at a slightly bigger picture. You already know the overall picture of trying to win the game by scoring Strikes … Continue reading

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DreadBall Design Notes – Dice

So now you know what stats and roles do and how armour fits in. Now we get to the meat of the game: the core dice mechanic. At the heart of the way actions are resolved is a single mechanic … Continue reading

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DreadBall Design Notes – Armour

  Well I was going to talk about dice tonight, but I think I’ll do that tomorrow because I just remembered that I’d not really mentioned armour. I want to quickly describe this now as it works the same way … Continue reading

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DreadBall Design Notes – Stats & Player Roles

Damn my intricate design! I’ve come back to add this to the start so please excuse the dishevelled look. Explaining one thing without mentioning another is really fiddly because things are all rather interlinked. Or perhaps I’ve just been sitting … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 8 Comments

DreadBall and the Elephant in the Room

The elephant in the room* is a colourful and evocative phrase that I rather like, but one which is rarely appropriate. Here, for once, I am happy to say that it is. The elephant is, of course, Blood Bowl. It … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory, Metagame musings | 114 Comments

Design Theory: Pre-measuring Revisited

This topic just rumbles on and on, but unfortunately the arguments have grown stale. All I’m hearing is the same tired points again and again, and I’ve refuted them repeatedly already. It is still obvious to me that allowing pre-measuring … Continue reading

Posted in Game Design Theory | 60 Comments