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.
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Dustin isn't a naive game designer, having produced Synthicide and generally navigated modern publishing. He asked me how to promote a game which did not fit neatly into "trad or indie," "OSR or story game," or any other dichotomy which people presented to him. Which is a perfect opportunity for me to stomp upon those dichotomies with my hobnailed boots, both for him and as a general PSA.