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All in all a pretty good set of rules. But in #6:

"Don’t force your players into an interaction."

That doesn't make sense to me. This would disqualify most of the rules the players must follow and moments that must be addressed. For example "Make a Steel test" in Burning Wheel.

Forcing players into interactions is the point. Maybe the word "meaningless" or "inconsequential" is missing in that sentence. Or clarifying it to say "don't force players into interactions with only one outcome."

Lastly, there was a lot of talk about playing games but I don't think players and what they do or think should be taken into account. The role of experiential design is to present an interaction to an audience and it's their choice whether to engage or not, but you can't guarantee they'll do what you intended... or even follow the rules.

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