Hey, har tråden börjat handla om checklistor i allmänhet? Då är det
Socratic Design man skall vända sig till. Lägligt nog har Troy just postat en sammanfattningspost med massor av nyttiga länkar till hans 100 inlägg. Det John Wick snott är Alt Three:
1. What is your game about?
2. How? How is your game about that?
3. What behaviors does your game reward/punish?
Alt Three kommer i sin tur från den ursprungliga "Big Three":
1. What is your game about?
2. What do the characters do?
3. What do the players do?
Förutom dessa grundläggande checklistor finns det mer utförliga. Under en viss period på The Forge var "Power 19s" väldigt populära och folk postade sina Power 19s för andra att läsa. Power 19 ser ut såhär:
1.) What is your game about?**
2.) What do the characters do?**
3.) What do the players (including the GM if there is one) do?**
4.) How does your setting (or lack thereof) reinforce what your game is about?
5.) How does the Character Creation of your game reinforce what your game is about?
6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
7.) How are behaviors and styles of play rewarded or punished in your game?
8.) How are the responsibilities of narration and credibility divided in your game?
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)
10.) What are the resolution mechanics of your game like?
11.) How do the resolution mechanics reinforce what your game is about?
12.) Do characters in your game advance? If so, how?
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
14.) What sort of product or effect do you want your game to produce in or for the players?
15.) What areas of your game receive extra attention and color? Why?
16.) Which part of your game are you most excited about or interested in? Why?
17.) Where does your game take the players that other games can’t, don’t, or won’t?
18.) What are your publishing goals for your game?
19.) Who is your target audience?
Till slut har vi även något Troy kallar The System Design Checklist. Den här är nyare och jag kan inte påstå att jag har använt den eller är insatt i den.
O The Play System
O The Character System
O The Resolution System
O The Endgame System
O The Reward System
O The Setting System
O The Responsibility System
Alla dessa olika listor finns genomförklarade punkt för punkt på Troys blogg, så är man intresserad av designmetodik för rollspel så rekommenderar jag hjärtligt den sidan.