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Christian Beck

Game Designer, Multimedia Specialist, Progammer

Tag: decisions

Design Tip: Make Turns Different

Posted on January 20, 2023January 12, 2023 by chrisbeckdesign

Try to avoid situations in your games where players might end up making the same choices.

Design Discussion: The Provost

Posted on January 10, 2023December 26, 2022 by chrisbeckdesign

A deep dive into a really cool mechanic from the game Caylus: the provost.

Design Discussion: Push Your Luck Variants

Posted on September 20, 2022September 11, 2022 by chrisbeckdesign

I go through some forms of push-your-luck mechanics and what makes them tick.

Design Tips: The Iocane Powder Problem

Posted on September 10, 2022August 31, 2022 by chrisbeckdesign

It can be a real pain when players have to make meaningful decisions based on another player’s meaningless decision.

Design Ramble: The Three Mechanics

Posted on August 20, 2022August 3, 2022 by chrisbeckdesign

I look at three mechanics that can define a large number of games and other mechanics.

Design Tips: Anatomy of a Hidden Role Decision

Posted on July 10, 2022June 29, 2022 by chrisbeckdesign

Every decision in a hidden role game has to follow a lot of guidelines to really work.

Design Discussion: Hiding Roles vs. Claiming Roles

Posted on June 10, 2022June 3, 2022 by chrisbeckdesign

There’s two reasons for players to hide their identities in hidden role games: to get something or to not get hit by something. How do those reasons compare?

Design Discussion: Avenues of Take That

Posted on April 20, 2022April 10, 2022 by chrisbeckdesign

Some players dislike and avoid take that mechanics. What are some different ways you can get players to use take that mechanics?

Design Tips: Perfect Information

Posted on February 20, 2022February 16, 2022 by chrisbeckdesign

You should give your players more perfect information than you think you should.

Design Discussion: Roll and Move

Posted on February 10, 2022February 5, 2022 by chrisbeckdesign

I talk about roll and move and discuss some of the hate it gets, and why it may be deserved or overblown.

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