Try to avoid situations in your games where players might end up making the same choices.
Tag: players
Design Discussion: The Provost
A deep dive into a really cool mechanic from the game Caylus: the provost.
Design Discussion: Metagaming
A short discussion on the nature of metagaming.
Design Discussion: Bugs in Hidden Role Games, Part 3
Even more bugs in hidden role games.
Design Tips: The Iocane Powder Problem
It can be a real pain when players have to make meaningful decisions based on another player’s meaningless decision.
Design Discussion: Hiding Roles vs. Claiming Roles
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
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
You should give your players more perfect information than you think you should.
Design Discussion: Stale Markets
When players stop interacting with the market in a game, what can the designer add to help it along?
Design Discussion: Playing the Whole Game
players have a tendency to want to do things they don’t need to just to play as much of the game as possible.