So it seems through some bolt of luck, I'm now a Respected Game Designer. And recently, I made the take...

https://twitter.com/ajeypandey/status/1274878464496189442?s=21

So let’s do an #AjeyBuilds from that, starting with the question I ask about every game I write or look at:

What Are Your Options?
Role-playing games, at their heart, are just elaborate takes on playing pretend.

The rules are there to provide structure, because pretend without rules isn’t infinite—it’s limited by the things you can imagine on the spot.
So don’t think of rules and mechanics as limitations in a game. Think of them as signposts.

Where there are rules, there is structure.

Where there is structure, you can build interesting stories on top of the scaffolding.
So if your character sheet is mostly populated with to-hit values and weapon stats, your players will put that to use.

If that character sheet has a list of cute crushes, your players will make that relevant to their game.

I mean, of course, it’s right in front of them!
So your job, as a game designer, is to be very intentional about what goes in front of players.

About what OPTIONS a player has.

I made a thread about the importance of being intentional about what your game is doing... https://twitter.com/ajeypandey/status/1256613550631587840?s=21
So before you pick out dice, ask yourself, honestly:

What do characters in your game do? Why are they doing it? What OPTIONS are on the table?

Since romance in RPGs is now hot (hey @bleongambetta), let’s use romance as an example.
In D&D, there are no mechanics for romance. I GUESS you roll Charm to flirt, but what does a success mean? What does a crit fail mean?

It’s TECHNICALLY possible to flirt in D&D—it’s all pretend—but there is no structure to it, no signposts.
Compare this to Thirsty Sword Lesbians by @GaySpaceshipGms .

It’s a PbtA game that, well, it’s in the title. Princess-Bride / Monkey Island bantery sword fights, but with Extreme Lesbian Energy™️

One of the core moves is Entice. Roll +Heart to flirt.
On a Success, your character gets a String on the other person (which you can pull on later), and that other person does one of:

1) Gets flustered and awkward
2) Promises something they think you want
3) Gives in to desire
And it’s a core move! It’s always an option! And you’ve got high Heart, it’s a strong option!

Also? You can, on the spot, decide your character is Smitten with another character.

And there are signposts for what happens then, RIGHT on your playbook sheet!
Combat, meanwhile, takes up little space on your moves sheet—or in the scene.

Just roll +Daring to see what happens, and build off that with your other moves.

And if you dumped Daring, joining combat’s not even to your advantage!
Sure, you get a sword in Thirsty Sword Lesbians—but it’s there for the banter and the spectacle.

It’s not like drawing blood is even signposted by the rules.

You can make someone insecure or afraid with your sword, but not wounded.

Different options, different game.
So for your game, think about the OPTIONS you give players:

- What are the things characters can do?
- How do players choose between options?
- Which options are clearly bad? What purpose does that serve?
- What options are not even on the table?
Shout out to Aabria Iyengar @quiddie for reminding me my takes are worth something.

I’m...I’m gonna take a look at @DiceEnvy. I think I deserve Extremely Nice Dice...
You can follow @AjeyPandey.
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