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Deb F's avatar

When I run game design workshops, I follow basically the same formula with one exception. I talk about mechanics first, because I think that is a big driver of a game's theme and genre as well as who is going to want to play your game. People who want to play a light and fun game aren't going to want a lot of mechanics. Likewise, people who want a gritty dungeon crawl are going to favor systems with more mechanics.

I also tend to talk about mechanics and theme and audience as two separate topics, which I then put together in the design part of the workshop. This is because design is often not a linear process and sometimes you want to design mechanics first and sometimes you get an idea for a theme and genre and the mechanics are 2nd. I want to give people tools for their own game design so that they can develop their own processes.

I do like your Madlibs pitch idea and will add that in as an option for people. I think it will be good for those who are overwhelmed by choices and help them focus in on something they can work with.

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