Items tagged with: GameDesign

Podcast recommendations, and a change of perspective

While mowing the lawn I listened to two podcasts that I would like to
recommend. They gave me some food for thought and how I want to change
my perspective on my game design work.

The first was the latest Back to Work episode. I
like Back to Work and listen whenever it shows up in my podcatcher, but
this episode was pure gold. Dan Benjamin, one of the hosts for the show,
was out sick for the show. The other host, Merlin Mann, did the entire
show by himself. I've been a fan of Merlin Mann's work ever since his
work with productivity and the Getting Things Done (GTD) methodology in
the early 2000s. Back then Merlin did a podcast for his blog (43folders)
that was very thought provoking. The Episode Shiny Red
was a return to that form. In the
episode he talks about sharing his nerd enjoyment of Dungeons and
Dragons with his daughter. One of the thing that he was fascinated with
in the D&D realm was painting miniatures. One of the miniatures that he
painted back when was with the Testors model paints that were common
back in the 1980s. I could relate to this because I did some model
building when I was younger, and one of the worst things was painting
those models with the paint. The paint never seemed to go into the right
spots, and I wound up with more than one Star Wars ships that were too
shiny, too smeared, or looked like they had neglected to clean out the
tar from their encounter with on a tar planet. I could totally relate to
his tale of making a shiny red cleric. Fast forward to heading to the
hobby shop to get some paints and supplies to paint some cheap
miniatures. He relayed how his memories of painting a shiny red cleric
were haunting him and that he didn't want to repeat those same mistakes.
So he was recommending being cautious and watching a ton of videos
before starting his painting project. His daughter didn't have the same
baggage, though, and after one video was painting the miniatures with
wild abandon, improving each step of the way. Merlin was amazed at her
progress, but in retrospect he realized that the only way to really get
better at painting miniatures is to paint the God-damned miniature. So
he painted and transformed from making little brown treasure-chest blobs
to a reasonably well-painted paladin.

The moral of that story was that instead of bringing the fear of
failure, or of not being good enough that we bring our best selves in
the moment and play the game as best we can. We'll show up with what we

The second podcast is a series by Justin Gary called Think Like a Game
Designer (unfortunately direct linking to a particular episode is a
bit of a pain). The episode with James Ernest was the episode that I
finished as I was finishing up the lawn. Near the end Justin asked James
about any books that he might recommend. His answer was interesting to
me.James replied that there were a lot of good books out there and a few
great book (some of which include articles written by James) but his
best advice was to just design games. Then he made a distinction that I
think is lost on a lot of folks. There's a difference between designing
and making a game, and publishing / marketing a game. A game can be just
for yourself. It doesn't have to be mass published. That's something
that I've struggled with; the feeling that I need to publish everything
that I feel is good or neat or what-not. The second piece though is that
publishing and marketing games are different skills than the designing
process. Too often I've picked up books that talk about game design that
finish off with how to publish your game and market it. Honestly those
should be in a separate book about game publishing, which are completely
different (and necessary) shills than game design.

What this proved to me is that I need to align my focus more on the
design process. I've been prepping by reading every book out there
(quite literally) and while I can speak with authority on the game
design process I haven't really seen it through yet. The same is also
true of programming in many regards. So I am shifting my focus from
being the dilettante of design and actually put some god-damned paint on
these designs to flesh them out.


#Adayinthelife #Podcasts #ZenHabits #GameDesign
The great #markrosewater talks about good and bad reasons to design a game. He talks about #mtg of course, but the advice is solid for other games too, afaict.

#gamedesign #rpg #ttrpg #boardgames #magic #gplusRPG

Wandering Beekeeper: Venleitche Dice Mechanics

The patrons got to see the first entity of the Darkness today. In turn, this older post has been made public, containing thoughts on the dice mechanic for the game. There's been some revision since this post.
#patreon #ttrpg #mechanics #GameDesign

itch.io Game Jams

So, itch.io has started up its own discussion with the G+ diaspora that's started boards everywhere. And I've used it before, but really only for computer games, though I've dipped my foot into the ttrpg waters there before. I never had the time for a programming game jam, but am thinking of signing up for one.

Anyone have any experience with them? I never realized that there were so many and that they were so frequent!

#TTRPGs #GameDesign
I just realized that my previous #introduction post wasn't marked Public. That makes it far less useful as an introduction. So I'm repeating it here publicly, so other people can maybe see it who haven't already connected with me:

I’m Nick, I’m #newhere following the G+ death announcement. Mostly I use social media to talk about #tabletop-rpgs #RPGs and #gamedesign. I spend most of my time thinking about games or making games. Mostly I make short RPGs and larps, in the #indierpgs or #storygames style, about idiosyncratic subject matters. This year, for example, I’ve been releasing a roleplaying game every month about a weird D&D monster.

You can see a lot of the things I’ve written in these places:
https://www.rpgnow.com/browse.php?x=0&y=0&author=Nick Wedig

I also enjoy lots of other nerd stuff. Tell me about your weird nerd hobbies.
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