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Gamist Design: Status Effects

May 29, 2020

I try not to do too many “here’s a video, watch this” posts, but this video covers a lot of ideas for gamist design – though it covers videogames, it’s not hard to see the overlap with tabletop games, especially when they talk about how many of the alternate mechanics are basically to create complexity beyond “I hit, you hit” gameplay.

The key issues about reward/payoff, and reliability, are huge. We used to see this kind of analysis in the old WOTC D&D forums, which, despite anything else, drastically improved the dialogue around gamist design in a general sense, from the prior fuzzy “If you don’t like it, just make up new rules” or “Well, just rule that it doesn’t work and then the players have to do something else” handwaving.

If you’re considering doing gamist design, do watch this video for a good summation of the usual sorts and what pitfalls to avoid.

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