Under the Chestnut Tree: CLWG Aphorisms
Aphorism: "a pithy observation which contains a general truth"
During the discussions CLWG members have about game design I hear some very wise comments. So I thought I would write them down.
I intend to come back and add to this post as it is a work in progress, and add newly minted aphorisms. In fact, I would like to invite other signed up editors to add new material.
Should you include sub-games?
If the main game team didn’t turn up, does the sub-game have enough to be a playable game on its own?
Single crisis games
If the crisis falls flat, doesn’t happen, or is solved early on in the game, what happens for the rest of the game? Is there enough of a game besides the crisis?
Steady state prior to your crisis state game start
What was happening in the years prior to the date your game starts? Is there enough of interest in those – non-crisis years.
The “So What Test”
So what do I actually do in the game? What is my role? The designer should be able to answer that for each and every player and be satisfied that the player can contribute to the main game narrative.
Preparing for peripheral players
A good designer often has extra player roles just in case extra players turn up. Their roles should be meaningful in terms of being able to participate in the game narrative.
A good sub-game
Sub-games should place a premium on building outward looking teams, whose goals and resources should be spent outside their sub-game. For example in a historical game, if you have city states, these cities should be designed so that the players time and effort is spent thinking about the game outside their city.