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  • 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
  • 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 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
  • 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 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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 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
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