Category Archives: From The Ground Up

Keeping Turns On Point

At the moment I’m talking about pace in games. Last post was about making sure there’s not massive gaps and doing whatever we can to reduce the game killer- downtime. Today I want to write about something else- the structure … Continue reading

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Knowing when to park

When I started this blog I had a good idea what game of mine (apart from Newspeak) I was excited about. Something I, and everyone who played it, enjoyed. A worker placement game, but one with lots of player interaction, … Continue reading

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Accelerating Through the Finish

I’m still talking about pace*, and the third thing developers can do to make sure a game’s pace is on point: ┬áReduce downtime ┬áStructured turns ┬áMake the game evolve <—- we’re here A common refrain from a disappointing game is … Continue reading

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Pace Yourself

  In any lesson, pace is one of the biggest issues for early teachers. Starting with high engagement, allowing time for deep thinking, changing things up when students are flagging, keeping a sense of progression going- it takes a good … Continue reading

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FODP (Fear of Disappointing Playtesters)

I’ve had my games playtested plenty of times. By friends, family, colleagues, Fiona, club members, random people at cons, folk at Playtest UK, other designers, Fiona again, and more. And every time there’s a fear that I’m going to let … Continue reading

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And the game is…

The reason I started this blog (and everything along with it) is because of a game. 3 Districts (name subject to change). I’m going to explain it in broad terms here, and use future updates for reasoning, changes, influences and … Continue reading

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