Category Archives: Game Design Theory

Design Theory: Simplicity vs Dumbing Down

I’ve been writing quite a lot lately, and thinking about the process of design as well as doing it. One of the common threads is simplifying things. I’m pretty sure this isn’t just me as a general unwillingness to murder … Continue reading

Posted in Game Design Theory, Project Pandora | 42 Comments

Design Theory: To Pre-measure, Or Not Pre-measure…

…that is the question Shakespeare wrote so eloquently about. Well I’ve been talking to people, soliciting opinions (thanks Richard) and mostly mulling this one over since it blossomed into a big discussion in one of the comment threads. Because I … Continue reading

Posted in Game Design Theory, Tabletop gaming | 61 Comments

Design Theory: Game Design Is…

“Getting rid of all the bad problems and keeping all the good ones.” Bob said this while we were playing Pandora at the weekend and I liked it so much that I wrote it in my notes for the game. … Continue reading

Posted in Game Design Theory | 47 Comments

Design Theory: Love Them All Equally

This applies to every kind of game as balance is worth having in every medium. Yes, balance again. Once your new game gets into the public domain the gaming masses will do their level best to break and exploit it. … Continue reading

Posted in Game Design Theory | 20 Comments

Design Theory: Keep A Notebook

If you are like me, your ideas will come tumbling out of your subconscious in a random sequence. Sometimes there will be clumps of notions on a similar theme, sometimes not. However they appear they need to be captured and … Continue reading

Posted in Game Design Theory | 6 Comments

Design Theory: Murder Your Darlings

Murder your darlings is a phrase that was first used by Sir Arthur Quiller-Couch (the dapper gent illustrated here) in a 1914 lecture on writing style at Cambridge University. What it means is probably best put by saying that if … Continue reading

Posted in Game Design Theory | 26 Comments

Design Theory: An Alternative To Points

As with my previous article on points systems, I’m talking here about the mechanisms used to produce balanced and “fair” tabletop miniature games. Those used in board games are slightly different. The more I thought about possible alternatives, the more … Continue reading

Posted in Game Design Theory | 41 Comments

Design Theory: Why Points Systems Will Always Be Broken

There he goes again with the contentious statements. Well, not so much, as you’ll see. Here I am talking about design theory, and that differs a little from practice. The points systems I’m talking about here are those used in … Continue reading

Posted in Game Design Theory | 62 Comments

Back at the Ranch

All home in one piece, and still catching up with the gaming goodness and the work I missed while I was away. Lots going on, though as usual I can’t tell you about much of it yet. I think I … Continue reading

Posted in Game Design Theory | 10 Comments

One Tiny Thing

In the land of one-square models, the two-square model is… bleedin’ awkward. I am referring, of course, to the Dwarf Driller that comes with the Dwarf King’s Hold bundle deal, and who is a central feature of the scenario that … Continue reading

Posted in Dwarf King's Hold, Game Design Theory | 9 Comments