Vincent Baker has designed a bunch of RPGs, including two I quite like in Dogs in the Vineyard and Apocalypse World. Currently, the amount of money he's making off selling his RPGs would be enough for me to live on. So I'm extremely interested to find out how he's achieved what he has. One part of that is understanding how he thinks about what
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Is that what you're asking?
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I'm not sure whether exercises like the above make inspiration more likely, or mean there are more tools and solutions at the ready for when inspiration strikes, or something else. You got any thoughts on that?
For my part, I have plenty of inspirations for bits of games -- a setting, a die mechanic, a social structure (e.g. 2 GMs) -- but never for a game concept built out of multiple ideas.
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After you've had the sort of inspiration that does get you making a for-real game, how similar is the process I wrote up (starting from "The Players' Natural Best Interests" header, I guess) to what you actually do?
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