Power 19
Har du provat power 19?:
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?
It is my sincerest hope that new designers find this list of questions and use them to help guide and review their designs. I know that my skills greatly improved after implementing this method. Now let it be said that the ‘Power 19’ is only one out of many methods of design. This one happens to suit my style, but it may not be for everyone. I will say this, though: It is better to have some method of design than to have none. Aimlessly prodding at a design with no clear focus on how you plan on addressing the various aspects of an RPG will, in all likelihood, lead to incoherence. It’s better to have some kind of plan to follow rather than just guessing.
If you are in the middle of a design, I encourage you to take this list and see how many you can answer. At the very least it will confirm what you are wanting to achieve and at the very most it will show you where you need to concentrate your efforts. I truly hope that this post and the follow up to it will be helpful to anyone who reads it.
Peace,
-Troy
**Denotes key question that should be answered/discussed first and foremost when designing a RPG.
Sedan, speltest, speltest, speltest, speltest o.s.v.