Kobold Press - Complete Kobold Guide to Game Design.pdf

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TM
PRESENTS
TM
Game Design
Complete
Guide to
“The Kobold...welcomes the best and the brightest of the industry to share
their knowledge of game design.”
Jeff Grubb, Forgotten Realms designer
by Wolfgang Baur
and a Team of Design All-Stars
COMPLETE
K
OBOLD
G
UIDE
TO
G
AME
D
ESIGN
Essays by
Wolfgang Baur and a Team of Design All-Stars
Edited by Janna Silverstein
Cover by Jonathan Hodgson
Complete KOBOLD Guide to Game Design
© 2012 Open Design LLC
Edited by Janna Silverstein
Cover art by Jonathan Hodgson
Designed by Stephen Wark
Portions of this volume previously appeared in:
The KOBOLD Guide to Game Design, Volume 1:
Adventures
The KOBOLD Guide to Game Design, Volume 2:
How to Playtest & Publish
The KOBOLD Guide to Game Design, Volume 3:
Tools & Techniques
All Rights Reserved. Reproduction of this book in any manner without express
permission from the publisher is prohibited.
OPEN DESIGN LLC
P.O. Box 2811
Kirkland, WA 98083
WWW.KOBOLDQUARTERLY.COM
Most product names are trademarks owned by the companies that publish those
products. Use of the name of any product without mention of trademark status should
not be construed as a challenge to such status. Open Design, Kobold Quarterly, and
the KQ logo are trademarks of Open Design LLC.
ii
Complete Kobold Guide to Game Design
Contents
Foreword
A Stranger in an Oddly Familiar Land
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3
15
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31
43
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59
66
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113
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142
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151
157
162
166
Game Design
1. What is Design?
2. Designing RPGs: Computer and Tabletop
3. The Process of Creative Thought
4. Design that Matters
5. Seize the Hook
6. The Infinite Onion
7. Fortunate Accidents
8. Basic Combat Systems for Tabletop Games
9. More Empty Rooms
10. Fantasy Realism
11. Designing Magic Systems
12. How NOT to Design a Magic Item
13. Location as a Fulcrum for Superior Design
14. Worldbuilding
Enhancing Adventures
15. Crafting a Dastardly Plot
16. Challenge and Response
17. On the Street Where Heroes Live
18. City Adventures
19. The Underdark
20. Maps, Monsters, and Bottom-Up Design
21. Monster Hordes
22. Hardboiled Adventures
23. What Makes a Night Arabian?
24. The Mystery of Mysteries
25. “The Anvil in the Dwarf ’s Soup”
26. Using and Abusing Misdirection
27. Stagecraft
iii
Writing, Pitching, Publishing
28. The Three Audiences
29. Shorter, Faster, Harder, Less
30. Buckets in the Sandbox
31. Collaboration and Design
32. Myths and Realities of Game Balance
33. Pacing
34. Playtesting
35. Promises, Promises
36. Failure and Recovery
37. Why Writers Get Paid
38. Talent Won’t Save You...
39. The Magic Bullet for Publication
40. Creative Mania and Design Despair
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Complete Kobold Guide to Game Design
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