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This is posted as a PSA or didactic point that game design fumbles and bumps its way along, requiring "encounter with the enemy" in order to know what is and isn't working. Nearly everything you see in the video underwent sandblasting after this discussion, so it's an exercise in discovery.

Posted by: Ron Edwards
02 May 2019
0 comments

In keeping with tradition, our group will be learning, playing, and sharing our experiences with Circle of Hands via a sort of round-robin cycle of a shared campaign world of multiple GMs. In this experiment we have 3 GMs who will each create and run Ventures for our pool of Circle Knights.
Posted by: Runeslinger
23 Mar 2019
33 comments

Our topic this time is the length of play as it relates to game rules. As I’ve mentioned before, it’s not as simple as seeing what the rules say and obeying them; people play long or short in defiance of those rules (when present) all the time. The question is when or how the rules facilitate the decision to continue to play.

Posted by: Ron Edwards
31 Jan 2019
0 comments

At this point, we needed to do three things at once. First, to make sure we filled in any missing points or caught up with anything Justin wanted to revisit; second, to lay down some important points about design as a process, as I thought we'd maybe strayed into play-theory at the expense of the real topic of "make a game;" and third, to take the time to address any topics as they occurred to either of us as we went along.

Posted by: Ron Edwards
09 Jan 2019
9 comments

Here's another discussion of Quella Volta Che, aimed at the nuts and bolts of "what happens" in play, due to player choices and statements. We couldn't have done this without the previous session which focused so intently on content.

Posted by: Ron Edwards
17 Dec 2018
0 comments

I’m not making any claims about the logic or organization by this point in our talks, rather, I’m hoping Justin isn’t thinking that I’m totally making it up as I go. It's certainly been helpful to me to recognize what pieces I need to pull into their own how we play discussion so they can be treated as understood for a how we design presentation.

Posted by: Ron Edwards
16 Dec 2018
3 comments

Here's the second session with Justin Nichols as I test my current notions of a Design Curriculum upon him. Last time, we talked about the desireable "reward" cycle of excitement, engagement with the procedures, and inspiration. This time it's about a particular structural rubric you can find attached to this post.

Posted by: Ron Edwards
29 Nov 2018
3 comments

I cannot as yet summarize or eulogize or otherwise "state" my response to Greg's death. It wasn't that much of a surprise, yet was as hard as they all have been. He was a grandmaster of this activity we do, and he was my friend.

This five-video discussion is more of a celebration of encountering his work, with a little bit of reminiscence occasionally. I don't have much to add except for these:

Posted by: Ron Edwards
26 Nov 2018
7 comments

Here’s one of the two workshops I presented at Lucca. It was prompted by two short videos I posted here in the past few months:

Posted by: Ron Edwards
11 Nov 2018
0 comments

Intent, Initiation, Execution, Effect - fictional things, probably the single most direct fictional content to be interfaced with real-people speaking and using rules, in the hobby. In a recent dialogue with Zac Porcu, he called it "the beating heart of role-playing."

Posted by: Ron Edwards
09 Jul 2018
8 comments

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