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Game Design Fanatic

A blog for game analysis, looking for game balance and better game design.

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Game Design Fanatic | gamedesignfanatic.blogspot.com Reviews
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A blog for game analysis, looking for game balance and better game design.
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Game Design Fanatic | gamedesignfanatic.blogspot.com Reviews

https://gamedesignfanatic.blogspot.com

A blog for game analysis, looking for game balance and better game design.

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1

Game Design Fanatic: Hero System 6th Edition – Key Changes

http://gamedesignfanatic.blogspot.com/2010/10/hero-system-6th-edition-key-changes.html

A blog for game analysis, looking for game balance and better game design. Friday, October 8, 2010. Hero System 6th Edition – Key Changes. Last article I described the major changes in Hero System 6th edition, changes that were general in nature. This article I'm describing changes which are specific, but which are likely to affect many characters or come into play in many adventures, or otherwise are pretty likely to be noticed. Key changes I feel improve the game:. 5th Edition merged Public/Secret ID i...

2

Game Design Fanatic: September 2010

http://gamedesignfanatic.blogspot.com/2010_09_01_archive.html

A blog for game analysis, looking for game balance and better game design. Monday, September 13, 2010. Analyzing Hero System 6th Edition – Major Changes. I've been hard at work reading and analyzing the rules for 6. Edition Hero System. I've played Champions for a long time, and it has traditionally been what I consider to be my favorite roleplaying game, though I haven't played it a whole lot recently. I remember how pleased I was with the 4. Edition rules. Now the 6. Edition Hero System, with maybe a f...

3

Game Design Fanatic: Examination of the ICONS RPG

http://gamedesignfanatic.blogspot.com/2011/01/examination-of-icons-rpg.html

A blog for game analysis, looking for game balance and better game design. Wednesday, January 5, 2011. Examination of the ICONS RPG. Today I’m evaluating the ICONS RPG, a superhero RPG that is based on the FATE RPG system. However, I should note that while there were certain aspects of Marvel Superheroes I thought were pretty cool, even when it first came out I was never too impressed by the way it played; I found it clunky and primitive compared to Champions. So being amused by the parallels doesn&#...

4

Game Design Fanatic: April 2010

http://gamedesignfanatic.blogspot.com/2010_04_01_archive.html

A blog for game analysis, looking for game balance and better game design. Monday, April 19, 2010. An additional interesting concept is that for strikers, and some defenders, they came up with the idea of tying certain class features to class powers, so that hybrid strikers can only use their primary "striker ability" to pump up the powers derived from that striker class. Here are a list of things I thought were pretty cool about the hybrid classes:. 4 Tying class features to powers seems very entertaini...

5

Game Design Fanatic: July 2010

http://gamedesignfanatic.blogspot.com/2010_07_01_archive.html

A blog for game analysis, looking for game balance and better game design. Sunday, July 18, 2010. D&D4 Updates Overview – Specific Powers. The main power of the Battlerager fighter class was changed totally. I certainly felt that the class was overpowered when I first saw it. But the change notes mentioned the problem was worse than I had realized – that because the class had a sort of shield to reduce damage, they were practically immune to minions. Various monsters were adjusted. A number of monste...

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September | 2010 | My Play

https://linnaeus.wordpress.com/2010/09

Archive for September, 2010 Monthly archive page. Narrative Arc in Boardgames. On September 23rd, 2010. 9654; View 5 Comments. Race for the galaxy. Written by Gerald Cameron, a resident of Nova Scotia, Canada, who is also known by the screen name Linnaeus in a wide variety of game-related communities. This blog is primarily devoted to my thoughts about German (and other hobby) boardgames, as well as role-playing and story-games. On Race for the Galaxy Strategy A Couple Prefatory Notes. On More than Maps.

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October | 2011 | My Play

https://linnaeus.wordpress.com/2011/10

Archive for October, 2011 Monthly archive page. On October 6th, 2011. 9654; View 1 Comment. Race for the galaxy. Written by Gerald Cameron, a resident of Nova Scotia, Canada, who is also known by the screen name Linnaeus in a wide variety of game-related communities. This blog is primarily devoted to my thoughts about German (and other hobby) boardgames, as well as role-playing and story-games. On Race for the Galaxy Strategy A Couple Prefatory Notes. Zen on Strategic Bricolage. On Good Reward Mechanics.

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June | 2011 | My Play

https://linnaeus.wordpress.com/2011/06

Archive for June, 2011 Monthly archive page. The Trouble with Trias: a Malfunction at the Intersection of Craft and Reward Mechanics. On June 23rd, 2011. In the comments to my last post. It’s a straightforward area majority game in the mold of El Grande. 9654; View 1 Comment. On June 13th, 2011. Over the last couple months I’ve developed a new view of what makes a reward mechanic good. It’s arisen from viewing, in close proximity, and thinking about this excellent Extra Credits video about achievemen...

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Comment Policy | My Play

https://linnaeus.wordpress.com/comment-policy

Please note that all reader comments are subject to moderation by Gerald after they have been posted. In particular, comments will be edited, or deleted, for relevance, tone (ie, no ad hominems or other flames), and the use of obscenity or leetspeak (serious or sarcastic – it drives me nuts). Also, please try to avoid using the more confusing forms of gaming jargon. This blog is about both boardgames and. At the end of the day, the key point is:. My house, my rules. Share on Facebook (Opens in new window).

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The Trouble with Trias: a Malfunction at the Intersection of Craft and Reward Mechanics | My Play

https://linnaeus.wordpress.com/2011/06/23/craft-trias-scoring

The Trouble with Trias: a Malfunction at the Intersection of Craft and Reward Mechanics. On June 23rd, 2011. In the comments to my last post. It’s a straightforward area majority game in the mold of El Grande. Trias isn’t the only game that suffers from a dominant strategy, but it’s one of the few where the problem resides almost entirely in the scoring mechanics. As such, it makes an excellent case study in the craft of reward mechanic design. Click to share on Twitter (Opens in new window). Not sure if...

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May | 2011 | My Play

https://linnaeus.wordpress.com/2011/05

Archive for May, 2011 Monthly archive page. On May 20th, 2011. Mythender is beginning to see the light of day, and Ryan’s recently posted a beta draft of the character creation rules. I need to point out a few typos and vague wordings to him, but in the meantime I want to encourage him and help spread the word by posting an example character. Nothing breathtakingly original, but he’s got a bit of punch, and it’ll give you all some idea of what a Mythender is all about. Read the rest of this entry ».

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April | 2010 | My Play

https://linnaeus.wordpress.com/2010/04

Archive for April, 2010 Monthly archive page. Race for the Galaxy Strategy Rebel versus Imperium Updates, part 1. In race for the galaxy. On April 20th, 2010. This first piece offers small updates to strategic ideas that were previously discussed, namely Card Flow and Discounts, Power Consume strategies and Novelty Consume strategies. Read the rest of this entry ». Race for the galaxy. On Race for the Galaxy Strategy A Couple Prefatory Notes. On Linnaeus’s Four Principles of Dice Game Design. Race for th...

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May | 2010 | My Play

https://linnaeus.wordpress.com/2010/05

Archive for May, 2010 Monthly archive page. On May 28th, 2010. Okay, not literally. But I ran an idea up the flagpole on Twitter. And got a reaction from a few people, including a request to expand a bit and, well, here we are🙂. The hand management in Bohnanaza is crying out to be used as a conflict resolution system in an RPG. Read the rest of this entry ». Happy Birthday, Robot! On May 25th, 2010. Happy Birthday, Robot! He is still funding an initial run over on Kickstarter. 9654; View 3 Comments.

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Brian R. Wood. Brian Wood is Still Remembered. On September 3rd, 2010, Brian Wood, lead designer in the Company of Heroes. A true artist's work can not be duplicated. So thank you Brian for your contributions to the video game world. You've left your digital imprint, and though your time as a designer was way too short, your hard work will be seen and played for years to come. See the full bio and list of Brian's games here. 14 Year Anniversary of Jim Nitchals Death. He envisioned a post-apocalyptic Wash...

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Jun 29, 2015. This is going to be the last post to this blog. I feel like the journey that I began with it is complete. I'm not stopping game design, but I will spend less time on it than before and want to write about diverse topics (including still some game design). I also feel like it's time to retire the "Wannabe" identity. You can find all my future stuff, including anything on game design, at http:/ www.keller.nyc. Including my schedule for this week's DexCon. Jun 21, 2015. Metacritic, Part 2.

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Game Design Expo - January 19th and 20th, 2013

Game Design Expo - January 19th and 20th, 2013. Buy tickets with PayPal. Game Design Expo Announcement. After seven fantastic years, we have decided to evolve our annual VFS Game Design Expo into a new initiative The VFS Speaker Series! We also want to remind you about VFS Arcade. Our unique Game Design community site, which gives you the chance to get all the hottest updates, play student games, and remain connected to the program – all from the comfort of your own computer! To VFS Game Design.

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Game Design Fanatic

A blog for game analysis, looking for game balance and better game design. Friday, December 14, 2012. So my concept of a dominant zone became one where everything but the Storm Knights was fully transformed to the new reality. Links to this post. Sunday, June 24, 2012. Defenders and Offense/Defense Character Types. One other type of defense-oriented character is one who has good defense and low offense because they are powerful but incompetent (either due to inexperience or general comedy). These cha...

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Game Design For Competition

Game Design For Competition. Top 3 Events Chosen For Game Design. First of all, I love games, especially investigate how games work and how the game developers approach to those kind of game design. Despite this fact, I rarely touch the topic of games in any academic purpose in interactive media. So for this opportunity, I want to challenge myself higher level of game design. First and foremost is this competition — BAFTA Young Game Designer. The reason I choose this competition because the threshold in ...

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