anyway.



thread: 2005-05-06 : Iron Game Chef Returns!

On 2005-05-10, Tobias wrote:

And as to the 'practical advice question' - I got one. But the answer's probably 'As the combination of words hits you'.

How do you decide whether a keyword is a setting word, something you'd like to translate to a mechanical effect, or a theme you want to explore?

Since I've moved the answer away with my own, I'll focus on a specific sub-question - what tips and tricks are there to turn a keyword you think would be lovely to turn into a mechanic, into a mechanic?

In other words, how do you design a mechanic? As a model of reality (the keyword?). Based on the probability range you wish to generate? Based on the power it bestows on the player?

Where do you start? (Again, the answer may depend on further restraints we may get from the IGC honcho's.)

Oh, and on Andy's post:

I'm thinking a game about the ancient building-relics spread across the world - from before the time of mass-communication, but with remarkable similarities. We can then move on the gingerbread houses (which actually exist, life-size, as well as houses made of every kind of shit). Then we add a site in Tunisia (Carthage!) where another ancient complex will be uncovered. The thing linking these cultures? Dance rituals! One subtype being - interculture marriages as information transmitter - romance in the making.

;)



 

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