Role-Playing Structures II

In my previous essay, I introduced what I see as the two major “structures” of role-playing, mechanisms and imaginings. Here I’ll explore them further: their components, their interaction, and their use.

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Nov 03, 2009 | Filed in design | Tagged: , , , , | 0 Comments

Exchanging Nouns for Verbs

RPGs have generally organized things into nouns and verbs. This is the distinction Chris Crawford makes regarding computer games—and I’ve written about applying this framework to RPGs—but it is tacitly done already.

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Sep 07, 2009 | Filed in design | Tagged: | 0 Comments

RPGs and Interactive Design

The following is a rumination on role-playing games and their design, in response to Chris Crawford’s The Art of Interactive Design. Crawford is writing principally about computer software. I’m merely taking some of his ideas and applying them to role-playing. My thoughts are highly influenced by Ron Edwards’ System Does Matter and the “lumpley principle” by Vincent Baker, but this essay is not about them per se. Crawford’s ideas point to similar conclusions, but frame them in a somewhat different way. I’m responding here to just a part of Interactive Design, so there may be more ruminations to follow.

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Dec 03, 2005 | Filed in design | Tagged: | 0 Comments