Forum > Design, Development, and Gameplay

The thing and the whole of the thing.

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Levi Kornelsen:
Here's the sum entirety of my theory, to date:

To get the most out of your game, you need:

1. A basic consensus on how to play and why, whether or not you talk about it.  My advice for this is 'the twelve' - which was put up here as "a dozen pieces of gaming advice' some time ago.  This is far and away the most important thing.

2. To plan the game well; this can and sometimes does extend to houseruling, or even to the point of writing your own game, if what you want is strange or very specific.  There are an infinite number of ways to do this; my own method is down in the craft forum here.

3. To learn how to imporvise in play.  I haven't got this all cleaned up as a set of thoughts, yet.

4. To have the vocabulary, whether plain or artificial, that lets everyone get specific about what they liked and didn't like, so that they can give each other good feedback.  If the vocabulary fails to let you give good feedback in this way, it's a write-off to gameplay, though it might be useful to design.  I put up a theory-type glossary a while back on these boards - it's useful to some, not so much to others.

joewolz:
I agree. Good planning, consensus and feedback are the most important parts of a good game.

Settembrini:
Levi, this is mostly the social dimension, it's the infrastructure. What you foremostly need gaming wise, is a rocking kewl idea, that will blow the players heads!

Levi Kornelsen:

--- Quote from: Settembrini ---Levi, this is mostly the social dimension, it's the infrastructure. What you foremostly need gaming wise, is a rocking kewl idea, that will blow the players heads!
--- End quote ---


"How to play and why."

Why, in this case, isn't academic blather.  It's rockin' content, keyed to whatever-the-players-like in an RPG.

Settembrini:
I see. Then, I'm with you.

"Social Contract, meet Mr. Rock. N. Idea. Have fun!"

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