Did you mean: gate design
  • Opportunity (category Game Design)
    players could not normally do themselves. Opportunities are seeded into the game by our plot team. An opportunity often brings with it the ability to do something
    8 KB (1,273 words) - 16:38, 19 December 2023
  • Folly (section Game Design)
    benefits. A folly is the general term for any commission that is explicitly designed not to provide any apparent benefits. Most follies are straightforward
    7 KB (1,294 words) - 18:11, 17 September 2023
  • fundamental game design of the Senate to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed
    10 KB (1,642 words) - 20:48, 22 November 2022
  • Money is a frequent challenge in Dawn, especially for the noble houses. There is no glory in making money; an obsession with money is seen as tawdry, something
    6 KB (1,060 words) - 13:28, 2 September 2022
  • is anything that reflects the philosophy of the tradition and improves the game for those involved. Traditions Astronomancy Blood Magic Dramaturgy Rune Magic
    5 KB (647 words) - 15:27, 3 May 2021
  • Mandate (section OOC Design)
    most crucial elements of the game design. Opportunities, particularly Synod plot opportunities are specifically designed to present the player base with
    13 KB (2,329 words) - 10:30, 23 April 2024
  • Rules update 2024 (category Game Design)
    feedback that many people didn't appreciate the design of the criminal system, what role it has in the game and what that implied for any outcomes from any
    42 KB (5,990 words) - 20:31, 15 April 2024
  • all the plenipotentiary Winds of Fortune Talking to eternals - a chatty game design article with some advice about getting the most out of plenipotentiary
    13 KB (2,085 words) - 20:28, 11 February 2023
  • Crime and criminality (category Game Design) (section Design Goals)
    a considerable amount of time into the design of the legal system in Empire - along with the design of the game rules - to try and make it as effective
    15 KB (2,669 words) - 13:25, 26 April 2023
  • Rules update 2019 (category Game Design)
    integrate the new material. When you design a setting for a roleplaying game, many elements are included with an explicit design ethic for what they are trying
    42 KB (7,024 words) - 21:24, 11 February 2023
  • Rules update 2016 (category Game Design)
    have a profound impact on the game world. But the design goal was to ensure that Empire remained a live roleplaying game 100% - that all the important
    59 KB (9,886 words) - 17:03, 24 July 2022
  • who joins a noble house must first pass a Test of Mettle. There is a game design page especially to provide guidance on setting a test which may also be
    10 KB (1,712 words) - 08:54, 22 April 2024
  • round a camp would serve to protect against. This set-up is part of the game design, intended to make Anvil as open as possible to encourage interaction and
    12 KB (2,116 words) - 10:59, 3 April 2024
  • Accessibility (category The Game) (section In game documents)
    is not to circumvent the game but rather to identify the problems for our participants which are not part of the game design. The more of these problems
    29 KB (4,878 words) - 14:26, 31 January 2024
  • Rules update 2013 (category Game Design)
    mechanism for players to keep things more secure. We have switched the off-game rune for a ribbon due to the problems inherent in marking what is an in-character
    5 KB (906 words) - 17:45, 23 January 2015
  • claim that they can roleplay that they are helping is not justifiable in a game that places such a strong emphasis on reflecting players' actions in the
    36 KB (6,200 words) - 13:37, 4 September 2022
  • Rules update 2014 (category Game Design)
    well as having their resource enchanted. This was always the design intention for the game, but there was a mistake in the way the rules were written down
    9 KB (1,655 words) - 15:09, 10 December 2016
  • Dawn monarchy update (category Game Design)
    effective than it would otherwise have been. This directly flows from core game design elements that decisions are expensive and difficult to reverse. The Assembly
    28 KB (4,571 words) - 17:33, 19 February 2024
  • Setting a test (category Game Design) (section Design)
    creating a challenge for another player you have a massive impact on their game - if PD created that challenge for that player we'd call it "plot". Creating
    9 KB (1,652 words) - 10:53, 7 May 2021
  • Rules update 2018 (category Game Design)
    reasons of out-of-character game design criteria - it is an out-of-character decision taken by the Empire game team to improve the game. We consulted extensively
    49 KB (8,031 words) - 21:48, 30 July 2020
  • Rules update 2020 (category Game Design)
    Every year we carry out a review of some part of the game looking to see what we improve. This year our focus has been on updating some parts of the rules
    5 KB (912 words) - 09:52, 28 July 2020
  • contrary to the game design. We've presented the update here as part of a wind of fortune, but we want to be clear that this is a game update that we've
    39 KB (6,251 words) - 14:05, 26 July 2023
  • effort to learn to tell them apart. This is a deliberate part of the game design - it's a feature, not a bug. Under normal circumstances you can hear an
    6 KB (979 words) - 17:34, 23 March 2023
  • Conjunctions (category Game Design)
    details of the Sentinel Gate. Sentinel Gate design - a longer explanation of some of the out-of-character design philosophy for the Gate. Anomalous conjunctions
    8 KB (1,432 words) - 12:27, 17 May 2022
  • Sentinel Gate design (category Game Design) (section Core Design Criteria)
    Sentinel Gate is an essential part of the Empire game design - it allows us to combine a political game centred on Anvil with battles against the Empire's
    18 KB (3,082 words) - 13:57, 5 August 2021
  • from the surrounding marshes - but all the signs indicate that this is by design rather than as a consequence of any architectural failure. There are also
    58 KB (8,268 words) - 12:38, 18 January 2024
  • Remote Navarr (category Game Design)
    the beaten track it rarely sees many visitors. The Starks of Winterfell in Game of Thrones are like an isolated Steading... they rarely visit Kings Landing
    4 KB (727 words) - 10:44, 1 March 2016
  • Abstraction (category Game Design)
    come from the simplicity that they ensure. The game design strives to ensure that the complexity of the game is in the field - in the interactions between
    5 KB (914 words) - 19:43, 12 April 2014
  • Secrecy (category Game Design) (section An Inclusive Game)
    meetings in the game. All of these decisions are deliberately taken to make the game as accessible as possible for new players. Setting the game up in this
    6 KB (1,031 words) - 16:02, 20 March 2018
  • Senate design (category Game Design) (section Game Limitations)
    military game takes place primarily within the Military council - the game is designed to ensure that the senators can't directly move the military game into
    19 KB (3,401 words) - 11:22, 23 June 2016
  • The content on this page may be out of date. See Game Design: Spoils of War for more information When the Empire captures a territory from the barbarians
    4 KB (590 words) - 12:28, 5 April 2022
  • Rules update 2015 (category Game Design)
    perform it or if the target clearly fails to take the effect. The original game design deliberately set out to make warriors more powerful than wizards on the
    16 KB (2,597 words) - 12:11, 4 October 2019
  • Military Council design (category Game Design)
    difficult for anyone to formally address the council. The new design carries the Empire game design ethos through to the logical conclusion for the Military
    21 KB (3,042 words) - 11:14, 5 September 2017
  • crudely mechanical - with the result that it was easy for a few players to game the system and circumvent this key element. The mechanism suggested in the
    12 KB (2,080 words) - 14:55, 13 August 2023
  • Talking to eternals (category Game Design)
    response you want can present a real in-game challenge This article was originally written by Andy Rafferty, one of the game team, as a blog post in 2020. It
    23 KB (3,850 words) - 19:58, 22 May 2023
  • Rules update 2022 (category Game Design)
    fifteen years ago. In that time the expectations of what a game should offer and what a game organiser could try to deliver have changed, and our rules
    33 KB (5,149 words) - 18:13, 10 April 2023
  • Rules update 2023 (category Game Design)
    suit our game style that a character can create very powerful game effects without interacting with one of the major political bodies of the game to get
    51 KB (8,707 words) - 20:24, 28 March 2024
  • character-driven game - an open world that you are free to explore and influence. This page is part of our introduction to Empire, explaining more about the game. It
    11 KB (1,790 words) - 15:36, 16 March 2023
  • is to setting Tests of Mettle, Ardour and Resolve. We have created a game design page especially to provide guidance on setting a test. An earl who possesses
    2 KB (343 words) - 22:57, 26 May 2023
  • Rules update 2017 (category Game Design)
    fascinating design challenge in Empire because of its mass participation nature. The more players who participate in the Conclave game - the slower the game runs
    97 KB (16,786 words) - 20:56, 14 August 2020
  • to the voting mechanisms. These mechanisms are part of the game design - and they are designed to be inequitable and unfair - partly to try and enhance the
    3 KB (554 words) - 13:46, 12 May 2022
  • and respected across Wintermark then you have to use the mechanisms of the game to create an Imperial title. Every Imperial title goes on the wiki, so everyone
    28 KB (4,440 words) - 18:05, 24 July 2022
  • reasons of out-of-character game design criteria - it is an out-of-character decision taken by the Empire game team to improve the game. We will continue to consult
    52 KB (7,047 words) - 16:32, 13 April 2024
  • the game. While a statement of principle of this kind is guaranteed to have an effect, this will not always be a benefit. The play-balance of game effects
    10 KB (1,670 words) - 19:14, 26 May 2023
  • interesting game in the field. As a purely out-of-character construction, the thing doesn't allow for or create much game in my view as a game designer (players
    218 KB (38,531 words) - 11:27, 17 November 2023
  • conduct rules so that we can roleplay safely and respectfully. Game rules govern how the game is fairly played and explain what behaviour is classed as cheating
    37 KB (5,688 words) - 01:09, 28 March 2024
  • What we do (category Game Design)
    Facebook, they maintain the same sort of informal tone found in the more game-design oriented essays you can find here. Matthew Pennington runs Profound Decisions;
    135 KB (24,861 words) - 18:03, 29 December 2023
  • it - and embrace it. The game is designed so that leaning in to an archetype and embodying that will hopefully improve your game. Occasionally we publish
    8 KB (1,361 words) - 20:36, 27 April 2022
  • commission must make a certain amount of in-game sense both in terms of the setting, and the effect it will have in the game world. For example, a great work that
    16 KB (2,532 words) - 12:35, 27 March 2024
  • must provide a phys-rep for any carded game item and the cards should be kept with the phys-reps All carded game items are one-shot items - you must rip
    12 KB (1,661 words) - 10:49, 3 April 2024
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