This article has a lot of good advice for people making classes and playbooks.
After all, what is a class-move but a small node of options and complexity in a character class?
This article has a lot of good advice for people making classes and playbooks.
This article has a lot of good advice for people making classes and playbooks.
After all, what is a class-move but a small node of options and complexity in a character class?
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MaRo is my biggest influence nowadays on class design. Him and Johnstone Metzger
And I should write an article about different kinds of complexity within the move framework.
Tim Franzke You should.
I am not sure how complex DW moves can be in terms of the board (tactics) or strategy. For me the beauty of a move lies in its ability to create a mechanical framework for interesting/awesome fiction.
So I would love to hear your take on it!
The text on that Dead Ringers card is terrible! I don’t usually follow game design outside of rpgs, but the takeaway of this article should be that game design is about shaping player behaviour. I liked the section on the 2/2 creatures and how beginners and vets think about them differently.
Johnstone Metzger In other words reward behaviour you want. (And punish what you don’t want?)