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Gamasutra - Game Design & Dungeons & Dragons

by Couchpotato, 2014-08-28 05:36:31

Gamasutra is hosting two videos from Dr. Lewis Pulsipher about what he learned for Game Design from Dungeons & Dragons. So if you have time watch both videos.

The following is the text of the slides.  Of course, if you comment based only on reading this text, you're not talking about what I said, only about a kind of table of contents.

First the list, then I’ll explain further

Keep in mind this applies to video games as well as tabletop.  As many have written (especially when Gary Gygax died in 2008) D&D is a massive influence on video gaming

The List

You don't need high-level technology to make an "immersive" game
For human/psychological games (as opposed to computer-mediated challenge games), players enjoy the journey, not the destination.
Some people like to be told stories, others like to make their own.

- The objective is to make the players THINK their characters are going to die, not to kill them.
- We all like to improve.
- User generated content enriches a game immensely.  (Adventures, monsters, classes, etc.)
- It's more fun with more than one person.
- Cooperation is required for survival.
- Think before you leap.
- Get organized!
- Don't run headlong where you've never been.
- Keep track of the stuff you’ve got; otherwise you may forget something that  could save your butt.
- Always have a viable “Plan B”.
- Always have a way out.
- Don’t depend on luck!
- R.I.P. Gary Gygax, Dave Arneson.

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