Skip to main content

A Game Design Plan For A Time That Is Trying, Pt. 2

Alright, so I’ve knocked out a fairly workmanlike TTRPG Tuesday but I think I should follow up on last Wednesday’s post about my three-tiered plan for accomplishing game design quarantine goals, with the trickier half of the planning process; actual action I can take to accomplish those objectives.
I think that my approach needs to be two-pronged: I need to motivate myself, and dedicate time to game writing and prototype-building; I also need to get together with some collaborators, and try to get some group project momentum bouncing back and forth.  Let’s start with the first prong, my own actions.

To begin with, I think that my habits as they stand now will meet the demands of my Bare Minimum plan, so I should focus right now on the Realistic plan.  From there I should prioritize my objectives based, frankly, on what I most want to do; I’m not on deadline and as my own task manager I need to take motivation where I can get it.  I should also prioritize ease of completion as a factor, as I think that hitting milestones early will allow me to stay focused and build up speed and better habits.

What habits? Well, I’ve gotten in the groove of doing games writing, click-clacking away during office hours in-between tasks.  That should be expanded, however - I need to make time for writing during my evenings and lunch breaks as well.  That time also needs to be smarter - at least portions of it need to be timed and disconnected from distractions.  Putting my head down for twenty minutes without touching my phone or going into any other tabs is something I haven’t done in a while and I gotta remedy that atrophy or I will fail.

I also need to designate time for making stuff with my hands.  The digital aspect of game design is not only “all well and good”, it is essential, but of equal import and arguably more impact for time spent is the building of the actual playable parts of a game.  Even in tHeSe TrYiNg TiMeS where a playtest may be more difficult or even impossible, it’s inescapable that my progress is most tangibly measured in, well, the tangibles.  Like the Daniel Solis t-shirt says, ideas are like stars.  I should try and target weekends and Tuesdays for this crafting time, with

On to the next prong.  Collaboration.  I think I need to put out feelers and find folks to do some accountability with (I already have an accountability club that I check in with), and I should check in with the IronRise folks, to see if they’re game to touch base on FGM-Squared.  I think that in order for this to work, it has to be more than just asking; I should also be offering to provide feedback on the materials others are working on, since a lot of people are in the same boat, and because it’s healthy to balance your planned output with your input.

So, I’ve set myself the playwriting goal of 10 pages by the end of the weekend.  I think as a game design goal, I’ll aim for: Reaching out to at least one other person, and set aside one twenty-minute writing session and one twenty-minute building session.

We’ll see how it goes! Til next week.

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for Alice, left for Cat) and thro

TTRPG Tuesday: Minimum Viable Product for WWDW?

Hello and welcome back to TTRPG Tuesday! I’ve put together a barebones introductory document for We Won, Didn’t We? and, well, I think it speaks for itself.  Check it out HERE ! This introduces the skeleton of the game, as well as walking through the steps; I’d say next up is a rudimentary character sheet, and maybe I can bring this to a Playtest Zero session and see what folks think of character creation within one of the starting Bulbs.  I’ve opened the doc up for comments, so if you have thoughts dear reader, fire away.  Brain fried, go read the doc, til next time!

TTRPG Tuesday: Beliefs as Roles

  Hello from high above the Rockies, as I make my way back to Chicago from Big Bad Con 2023.     This was my first con in five years, and only my second ever.     I had a better time at it than I did at GenCon, which I understand derives largely from this being an industry con vs a consumer show.     I made a modest number of purchases but it was easy to stick to the constraints of my limited luggage space, which was fine; shopping and new releases were not the attraction here.     Gaming, panels, and (as I soon learned) networking were. This con was certainly less overwhelming and I think my expectations were clearer and my FOMO much lighter, but I’ll readily admit that I had a lot to learn.    I misunderstood or made mistakes regarding almost every event I signed up for, including happy accidents like sitting in on the wrong panel only to learn a ton, or expecting a mending workshop to be about fixing one’s writing when the application was rather more literal, which was a fascinat