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Design Patterns of Successful Role-Playing Games

Design Patterns of Successful Role-Playing Games

Design Patterns of Successful Role-Playing Games

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Detalles del libro:

Páginas:261 páginas
Tamaño:1.29 MB
Licencia:Pendiente de revisión


I first got to know John Kirk through The Forge, and then giving him some design commentary for his game Legendary Quest (www.legendaryquest.com). John, well versed in legend, had put together a lot of research for the game, but the system was pretty traditional in some ways. But with definite potential. Often times when you try to give advice to an author like this, they decide that you're an obnoxious poof, and ignore you completely.

John, on the contrary, took to theory and design ideas like asponge. A fellow programmer, and educated as an engineer, John understood implicitly that there are simply better and worse ways to approach any process. And that you at least had to know what you were dealing with in detail. So he started really looking around at other game systems to see what the state of the art was, and just how it was that people approached different problems. While this benefited his designs somewhat, after a while John announced to me that what he wanted to do was to write this book. To emulate what had been done in programming in terms of enumerating the methods which people use in RPG designs. He wasn't the first to propose doing this, and given the rate at which his game design tended to advance, I was skeptical that he'd be the one to do it.

But I should have realized, given his background in research and programming, that John was precisely the man for the job. More than that, he'd cracked the essential problem in terms of making such a document, how to partition the information such that it could be presented in a manner that made sense to the reader in terms of how one method is distinct from another. He had a template to work from, and all he had to do was to fill in the blanks. That's a lot of blanks (as you'll see), however.



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