anyway.



thread: 2005-05-10 : How Do You Design a Mechanic?

On 2005-05-13, Em wrote:

But, it turns out that if you require players to build on each others' ideas, you can chain together five average ideas and get a stellar result in terms of player response.

That's a great insight, Neel. Thanks for your vote of confidence—I don't know if I'd have nailed it like you just did!

I remember having that selfsame problem when playing Feng Shui back in the day. It's hard to be clever all the time. But for some reason it's easy & fun to brainstorm with other people and come up with amazing stuff. It's that creative synergy thing. PtA has it in spades. Collab games thrive on the support this kind of dynamic gives to whoever's on the spot. Heck, what game wouldn't?



 

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