Try to avoid situations in your games where players might end up making the same choices.
Tag: rules
Design Tips: Where to Lose Balance
It’s nice for games to have balance, but you’d be surprised at how many times it’s unnecessary.
Design Discussion: Metagaming
A short discussion on the nature of metagaming.
Design Discussion: Tiebreakers
Tiebreakers exist in almost every game, so in this article I talk a bit about what different forms they take.
Design Discussion: Roll and Move
I talk about roll and move and discuss some of the hate it gets, and why it may be deserved or overblown.
Design Discussion: Derived Information
Derived information is a bit of a monster, and in this article I attempt to wrangle it.
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: The Many Types of Bluffing
What are some different ways to include traditional bluffing in a game?
Design Ramble: Theme isn’t Theme
A few thoughts on alternatives to calling themes “themes,” as well as why the term needs to change.
Design Tips: The Three Pillars of Rules
The three pillars of rules writing: thoroughness, navigability, and clarity. Here’s a discussion of them and some suggestions for how to use them.