Things I Learned from Being a GM & a Designer

I’ve been a GM and game designer for years now, and one thing that’s always struck me about the process is how much skills overlap there is in the process, and how many nuggets of wisdom carry over from one to the other. I’ve been thinking about some key points now that I’m working on two projects that should see the light of day relatively soon.

Continue reading “Things I Learned from Being a GM & a Designer”

Game Design: The False Dichotomy of Narrativism versus Simulationism

One of the underlying trends of modern game design (at least since I last reacquainted myself with the buzzwords) has been narrativism versus simulationism. Typically, these games have certain associations with them; narrativist games have a weak point of often falling into mechanical vacuums where characters never develop across sessions or where they fail to be distinct from each other, and simulationist games fall into a pitfall by becoming too heavily dependent on their own systems to allow flexibility and freedom, especially with regards to tabletop roleplaying. However, video games often offer a great example of a way in which all the traditional tabletop game design ideas have broken down over the years and ways to reinvigorate them.

Continue reading “Game Design: The False Dichotomy of Narrativism versus Simulationism”