the first rule of design club

I want a new club. It’s really an old club but let’s not talk about that. It’s a club of game designers that welcomes fresh faces. It’s not a club about game play or play styles. Just about design. If you agree with these principles, you’re already a member of design club.

it’s not about play style

It’s about design. We don’t critique play style. Sure you have to talk about play style because of the next rule but we’re not here to decide which play style is “best”. We’re certainly not here to talk about which play style you hate. We’re here to talk about design.

You can divorce your tastes from your ability to analyze design.

design deliberately

Rules exist for a reason. Yes all of them. So yes, you need to know what play style you want. Intimately even. You need to know that so that you can write rules that accomplish that goal. You as a design club member agree to talk sensibly and supportively and productively about how a rule helps achieve a goal even if you think the goal sucks. This is a technical exercise not an emotional one. I even expect you to go ahead and test a rules or set of rules that create a play style you hate and earnestly help people understand whether it does what they want and even how to get to the place they want.

Even if you don’t personally want to go there.

Part of designing deliberately is (perhaps gradually) shedding the urge to cargo cult. This is when you copy someone elses work in the hope that it does what you want rather than through understanding how it functions. We strive for deliberate design: each rule helps serve the greater purpose. Intentionally.

play or sit down

So much design discussion sits in a hypothetical state for a lot longer than it needs to. And when it hits the table it can be a shock. So be prepared to talk about how your proposed design plays, especially if you already have 300 pages of it. Let’s not hypothesize about how it might play, not in design nor in critique, but rather let’s test the shit out of our games, even if it’s alone, and find out how it plays.
How it might play is bullshit. How does it actually play?

I’ve talked before about methods for doing this. One is scaffolding, where you build just enough rough game around a rule to test it. Another is to create a play example: write the interaction between players in detail as though it was transcribed from the table. This is imperfect because there’s not really play going on, but you will find that this runs under a different simulator in your head than the one you use to write rules. And this simulator is way better at finding problems. In fact I often discover that my example deviates from my rules as I instinctively house rule the system I haven’t finished writing. Making examples is super powerful.

The problem with this is that someone’s already making this club. As soon as I had these principles formed in my head as bullet points, someone else I trust announced they were making a club like this. They are working out rules of interaction, a code of conduct. I was working out a purpose. So if we link up and are actually doing the same thing, I’ll let you know about that.

But in the meantime, even without a particular space to communicate, you can be part of this club. You know the rules.

3 thoughts on “the first rule of design club

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