Hey #TTRPG enthusiasts!
I'm in the process of learning, which it means I spend most of my free time thinking about stupid stuff I share with you guys .
As usual, feel free to ignore my tweet and move (honestly, you should
).
The topic is: game design!
1/9
I'm in the process of learning, which it means I spend most of my free time thinking about stupid stuff I share with you guys .
As usual, feel free to ignore my tweet and move (honestly, you should

The topic is: game design!
1/9
In particular: what should we do to design a good game?
Mind that this is only my personal, current opinion.
Anyway, let's start with a definition.
Design space: the things your game is well equipped to manage. Game rules don't deal well with stuff outside the Design space
2/9
Mind that this is only my personal, current opinion.
Anyway, let's start with a definition.
Design space: the things your game is well equipped to manage. Game rules don't deal well with stuff outside the Design space
2/9
So, being a game designer means two things imho:
1. Defining a design space;
2. Help the reader playing inside the design space.
The key is defining a design space small enough that the rules properly cover most of the situations inside it it but, at the same time...
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1. Defining a design space;
2. Help the reader playing inside the design space.
The key is defining a design space small enough that the rules properly cover most of the situations inside it it but, at the same time...
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...it should be big enough that it's possible to explain its boundaries, in a decent amount of pages.
So, to me, the tough part is actually this one: explaining the reader what is the intended design space.
Imo, the design space "extension" is crucial in the process.
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So, to me, the tough part is actually this one: explaining the reader what is the intended design space.
Imo, the design space "extension" is crucial in the process.
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I think that, no matter how much effort is put in it, it is impossible to completely define a very small design space in a clear way.
What it is possible to do, is to ensure the readers find their own dimension inside a design space broad enough.
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What it is possible to do, is to ensure the readers find their own dimension inside a design space broad enough.
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An example of this, imho, is what many #PbtA games do.
Through moves and GM principles, you define a certain design space. Inside that space, several people will move differently during their games, but still remaning close enough the intended way of playing.
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Through moves and GM principles, you define a certain design space. Inside that space, several people will move differently during their games, but still remaning close enough the intended way of playing.
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So, for example, what an "ugly bargain" or a "difficult choice" is can be explained quite well through GM principles and agenda, provided to accept the reader will probably do something slightly different from what intended, but still inside the design space.
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7/ 9
The reason why I'm spending some time on this is simple: to me, playing inside the design space means having good rules to play the game, which should always result in having more fun 
And... this is it!
Thanks a lot if you read all this stuff and have a great day!
8/9

And... this is it!
Thanks a lot if you read all this stuff and have a great day!

8/9
Please, note that this is far from being the truth.
This is the very personal opinion of a perfect nobody. I'm not an expert and I'm not a skilled designer.
This is not meant to offend or trigger nasty discussion!
That being said, I'm eager to know your thoughts!
9/9
This is the very personal opinion of a perfect nobody. I'm not an expert and I'm not a skilled designer.
This is not meant to offend or trigger nasty discussion!

That being said, I'm eager to know your thoughts!

9/9