Continuing from last week’s thoughts. In a recent conversation we had, Ed Jollyboat used the analogy of an airport runway as a linear introductory section to a game, which opens up into blue sky freedom. I want to run with that, but I’m moving over to a ski jump analogy instead.In short:Climb: Make it easy to get the book to the table and have other players want to play.Descent: Begin with limitations and linearity to give the game momentum. Launch: Now get the players making big choices. Flight: Support the play that comes from player freedom. Landing: Have a finishing point in mind, even if you don’t stick to it. Now the longer version. The ClimbSure, there are no-prep games, but really I think any activity that involves simultaneously getting a bunch of friends around the same table requires at least a form of prep. Forget drawing maps and practising NPC voices, the real climb is done in the real world.I’ve heard much anger at the idea of putting marketing copy inside your gamebook…
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