| author | fabien |
| Sat, 05 May 2007 14:29:36 -0400 | |
| branch | ecjdr |
| changeset 95 | 6e24ee2b02ff |
| parent 92 | bdef1afd1170 |
| permissions | -rw-r--r-- |
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RPGnet <http://www.rpg.net> |
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.gencon.com&imageURL=http://www.rpg.net/images/ads/genindy2006.gif> |
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Reviews <http://www.rpg.net/reviews/> Forums <http://forum.rpg.net> |
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News & Press <http://www.rpg.net/news+reviews/press.phtml> Columns & |
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Info <http://www.rpg.net/columns/index.phtml> RPG Wiki |
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<http://wiki.rpg.net> RPG Shop <http://shop.rpg.net> |
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<http://www.rpg.net/members/> |
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Elements |
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Rationales for Mechanics (or the Case for Designer's Notes) |
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*by Brian Gleichman* |
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Jan 14,2003 |
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Rationales for Mechanics /(or the Case for Designer Notes)/ |
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Why do rpgs use mechanics? Such a simple question, but one with such |
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complex answers. It seems obvious that those answers would be key in the |
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design process or in the judging of an existing game. After all, it's |
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only by way of knowing your needs that you can chart the nature and |
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placement of mechanical systems properly in such a way that the game |
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meets the desired goals. |
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Sadly it seems very common for rpg designers of the current day |
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(especially in the free or small print world) to skip right by that |
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question. It is painfully common for me to receive what is in effect a |
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blank stare upon quizzing a game designer as to the reasons and |
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rationales behind their design. Typically the only response is "I was |
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looking for something different" and "It does what I wanted it to do", |
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without being able to express what was different, or what it is doing. |
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The end result is I receive in answer a jumble of words typically tossed |
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on the back cover of a book as basic marketing ("Powerful yet simple
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mechanics!", "Yes it's a floor wax and a desert topping!"). |
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With this as the common response, there is little reason to wonder that |
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mechanics in many games seem almost pointless- seemly existing often |
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just because other games have included them. The result is typically a |
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distraction from (or misinterpretation of) the purpose of the game, |
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reducing what could have been a powerful design to yet another rpg that |
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will sit on the shelf. |
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Let's take a moment to consider some important and common rationales, |
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just so we're on the same page. I don't think these are by any means the |
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only reasons, but they are at the very least reasons every designer |
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should consider his mechanics in the light of. |
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I. Limiting Player Options |
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If any single rationale could claim to hold prominence in game design, |
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it would be this one. Why can't my 1st level /Age of Heroes/ fighter |
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kill an ancient red dragon with his penknife? Because the combat rules |
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make that all but impossible as a core requirement of design. |
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The natural result of any mechanic is to limit options. What those |
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options are limited to however determines the actual rationale for the |
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mechanic. In this specific case, the reason is to prevent specific |
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player actions and choices because they are unsuited to the intended |
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purpose of the game. |
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Advancement rules are typically guided by this rationale. The player |
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gets *X* amount of power within the game for *Y* amount of effort, not |
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no effort at all. Requiring a certain Strength level to break down a |
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specific door is yet another example while falling damage is yet another |
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(for those games limiting a character's ability to jump off 40 foot |
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walls to reach a battle). |
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II. Providing Meaningful Player Choices |
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The classic example here is combat mechanics (a subject I've already |
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spent some time on in my previous /Elements of Tactics/ article). The |
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idea is to present a complex and diverse enough set of choices in order |
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to make the decisions of the player important in determining the outcome |
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of the game events. |
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III. Inspiring Player Action |
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Examples of these are the Sanity rules from /Call of Cthulhu/ which |
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provide a nudge of when and what type of insanity the player is struck |
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with, but leave the exact details of expressing it up to the player and GM. |
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Psychological and Drama mechanics are normally created with this |
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rationale in mind, to respectively inspire role-play and story creation. |
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IV. Replacing Player Choice |
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These mechanics are intended to flat out replace decisions by a player |
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or GM. |
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Single roll combat resolutions are typically this type of mechanic, the |
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idea is to remove any tactical choices beyond that of the decision to |
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engage in battle (and sometimes even that isn't offered). Another |
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example is the use of straight up 'social' skills like 'bribe' and the |
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like. The concept is to remove choices and actions from extensive play |
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that are felt to be either beyond the ability of the players or outside |
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the focus of the game. |
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108 |
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Another way of looking at these mechanics is as a simple and quick |
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method to resolve something so that the game can go forward. Removing |
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significant player input is perhaps the fasted way to achieve that goal. |
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112 |
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113 |
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V. Provide an Illusion |
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115 |
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Some mechanics exist to aid in suspension of disbelief. Thus a game may |
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include detailed currency rules because the players have a hard time |
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believing that everyone in the world uses the same coins. |
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119 |
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Some mechanics provide an illusion of Rationale II above. A typical |
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example is providing a wide range of combat maneuvers that suggest a |
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good selection- but upon using some math it's revealed that a single one |
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of the provided maneuvers is always the best choice. Sometimes this is a |
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result of failed design, at other times it's done on purpose (often |
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using dice pools mechanics in order to make the illusion more difficult |
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to pierce). |
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127 |
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There are other possible reasons of course. I'm sure you can add a few |
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with a little bit of thought. |
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130 |
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Once one knows the rationale for a mechanic, it becomes much easier to |
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determine the Layer of Design it applies to as well as its form. |
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Rationale IV mechanics for example tend to be simpler than Rationale II |
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systems by nature. |
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135 |
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There's just one gotcha to keep in mind. A little thing called the 'the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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eye of the beholder'. |
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138 |
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Remember Rationale III above, a little thing about inspiring player |
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action? Most of the time I see such mechanics I'm not inspired. Instead |
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I see a Rationale IV mechanic- something that takes my choices away in |
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order to meet a goal of the game design (in the case of /Call of |
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Cthulhu/, it's enforcing the genre concept that everyone goes insane- a |
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type of railroading with respect to the role-playing of a PC). |
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145 |
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Here's another example- Rationale II mechanics become little more than |
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Rationale V mechanics if the players can't grasp the actual effects of |
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choices in the system (dice pools tend to cause this effect by making |
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probability determination exceedingly difficult). |
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150 |
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Take a few mechanics from a favorite game of your own and try fitting |
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them into each of the above rationales. With a little bit of work and a |
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talent for seeing things though the eyes of others- you may be surprised |
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how many rationales a single mechanic can fit in. |
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155 |
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So in the end you may design a wonderful game, one that has developed |
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mechanics that fit their reasons for use at every point. But in the end |
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the final result may be viewed by others in a completely different light |
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than what you intended. |
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160 |
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But all is not lost. The solution to this sad state of affairs is right |
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in the subtitle to this article. |
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163 |
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Designer Notes. |
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165 |
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Write them. Spend as much time and effort on them as you did in the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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design of your game- for they determined the design of your game. Put |
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them directly in the book or on your website. Explain why you selected |
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the mechanics you did, what they do in your game, why you rejected other |
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possibilities. |
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171 |
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You'll achieve four important outcomes. |
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173 |
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First, you'll produce a better game. One tailored to your needs and |
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perfect for the type of play you desired. |
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176 |
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Second, you'll provide the best guide there is to how the game was meant |
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to be played. And you'll do it in a way far better than the typical |
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stilted 'example of play' fiction. |
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180 |
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Third, you'll define for the reader the terms on which your work is to |
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be judged, so that in that judging they are not looking for a game you |
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never designed. It is much better to hear "Even if I don't care for the |
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style, Game X does what it intends almost perfectly" instead of "This |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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games sucks". |
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186 |
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And fourth, I won't get a blank stare when I ask you what makes your |
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game different or what you were trying to achieve. For not only will you |
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be able to answer that question, you've already written it for me |
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meaning the only thing I'll bother you about is the details of your |
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vision. And isn't the details of the designer's vision the reason for |
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making a game in the first place? |
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193 |
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194 |
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What do you think? <http://trio.rpg.net/pf/list.php?f=101> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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196 |
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Go to forum! <http://www.rpg.net/pf/list.php?f=101> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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RPGnet <http://www.rpg.net> |
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.gencon.com&imageURL=http://www.rpg.net/images/ads/genindy2006.gif> |
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200 |
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Reviews <http://www.rpg.net/reviews/> Forums <http://forum.rpg.net> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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News & Press <http://www.rpg.net/news+reviews/press.phtml> Columns & |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Info <http://www.rpg.net/columns/index.phtml> RPG Wiki |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://wiki.rpg.net> RPG Shop <http://shop.rpg.net> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://www.rpg.net/members/> |
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Available Forums |
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* About the Industry <index.php?f=4>* |
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Forum Folder |
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Topics relating to the industry, ranging from game creation through |
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business. |
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* Columns <index.php?f=2>* |
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Individual discussions for the RPG columns |
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* Outside RPGnet <index.php?f=82>* |
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Forums for discussion of specific things outside RPGnet |
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* RPGnet <list.php?f=5>* |
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Posts: *118469* Last Post: *02-01-2006 06:30* |
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General discussion about the game industry and where it's going, |
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and other topics RPGnet readers would enjoy discussing. |
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* Tangency <list.php?f=61>* |
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Soapboxes, Personal stories, Rants and Dialogs. Keep it friendly, |
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folks! |
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* The RPGnet Awards <list.php?f=84>* |
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Posts: *235* Last Post: *05-20-2004 18:07* |
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Nomination forum for the RPGnet Awards |
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* Trouble Tickets <list.php?f=57>* |
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Please let us know any problems with the site. Missing pages, bad |
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code, tacky color schemes-- whatever you think is broken. We'll read |
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this and fix things. Thanks! |
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------------------------------------------------------------------------ |
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Previous columns |
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* Elements of Strategy </news+reviews/columns/elements11feb03.html> |
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by Brian Gleichman, 11feb03 |
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* Rationales for Mechanics (or the Case for Designer's Notes) |
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</news+reviews/columns/elements14jan03.html> by Brian Gleichman, |
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14jan03 |
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Brian Gleichman, 11dec02 |
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* Elements of Tactics </news+reviews/columns/elements01nov02.html> |
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by Brian Gleichman, 01nov02 |
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* Elements of Complexity |
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</news+reviews/columns/elements20sep02.html> by Brian Gleichman, |
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20sep02 |
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Other columns </news+reviews/columns.html> at RPGnet |
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[ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS |
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<http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> | |
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