Justin Nichol and I continue our discussion, or training, regarding game design. This session (in 5 videos) delves into the way we talk / the way we roll. The topic shifts quite logically from whether & when describing things colorfully works, to gaudy and painful consequences of moment-by-moment decision-making.
You are here
I've been working up a Design curriculum for role-playing for a long while, so when Justin Nichols approached me for a game design discussion that leaned toward mentoring, I accepted without reservation.
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."
"Everyone knows" what a relationship map is, but they're definitely not all the same thing, especially with these variables exposed:
A little about our group, because I think it's pertinent here - we're all active members of the LDS church, so we're more than passingly familiar with the source material that Dogs in the Vineyard builds on. We've been in a long-running (3 year) D&D game together, but someone wasn't going to be able to make this session and there wasn't a good alternate date, so I pitched the idea of running DitV for the remaining players, intended as a one-shot. Several of them haven't ever ro