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Designing New Games: Making Your Own
Designing New Games: Making Your Own
Designing New Games: Making Your Own
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Belonging The Community
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Moves reflect a few things about a character role. They
Setting
Elements
as well as crises. They reflect how the character interacts
with the community, makes demands of the community,
and gives back to it. They imply things about how the
world and the local landscape operate. They offer up Setting elements do several jobs at once. They introduce
motivations, ambitions, mannerisms, humanizing players to the setting. They imply dynamic, fraught
touches, and fatal flaws. relationships between the community and the larger
world around it. And they support players in introducing
Write moves that show not just what a character does, obstacles, dilemmas, and plot twists into scenes.
but that generate drama and force interesting choices,
revealing who the character truly is. Make them varied Players don’t spend a lot of time studying their setting
from one another in terms of how specific they are and element, so when they look to it for guidance it needs
also the direction that they guide the character in. Weak to offer up ideas that are straightforward and actionable.
Moves give you a chance to illuminate how the character The “Pick Up When” prompt is obviously important in
role copes with stress, fear, and scarcity, as well as how they achieving this goal, but the entire design of the setting
can be fallible and relatable. Strong Moves showcase how element should come together in a way that answers the
a character claims power, what instincts they have well- implicit question: how do I use this in scenes?
honed, and what value they bring to their community.
Setting elements are built out
Shaun starts out designing character roles based on crime
and sentencing: The Innocent, The Arrival, The Lifer. It
of a few components:
• Flavour text, which explains what the element is but
becomes clear that viewing these characters through the
also builds additional context about the setting.
same lens that a prison guard would doesn’t set up a very
• A list of possible desires for the players to choose
humanizing story. He starts over, this time basing the roles
between, varied enough that different combinations
on personalities and reputations: The Firebrand, The
could easily alter the course of the game.
Peacekeeper, The Mouse, and so on.
• A series of three tips for playing the setting element,
kept short enough to not overwhelm players. Both
When he’s finished designing all six of the roles, he looks
existing dreams end with “Ask compelling questions
over them with pride. His favourite bit is one of The
and build on the answers that others give,” encouraging
Mouse’s Regular Moves, an italicized question: “What do
players to be collaborative and curious, rather than
you assume I’m incapable of?”
territorial and prescriptive.
• Prompts to “Pick Up When” and “Trade Away When”,
ensuring that players have a clear understanding
of how to juggle their responsibility to both play a
character and also a setting element.
• Three moves, varied and distinct from one another.
These might be actions taken by minor characters
attached to the setting, or physical effects or events
detailed through narration. Think of them as options
that the player holding the setting element has for
moving the story forward and generating tension.
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Creating characters involves a multitude of choices
The Overview
This decision leads Shaun to go back and modify the Both existing dreams include a short list of content
design of his character roles, adding “Choose Your warnings. Content warnings let potential players
Ethnicity” right before “Choose The Life You Were Living make an informed choice about whether a game is
Before This”. Now characters could be a Puerto Rican kid right for them. Tell people in straightforward language
from Harlem, a Nigerian doctor, a Brazilian single father what content your game has that might be difficult or
doing unsavory work. The only other game Shaun knows troubling to navigate. It’s a courtesy.
that’s set in the modern-day world and asks you to choose
your ethnicity or race from a list is Urban Shadows, so he
flips through its pages for inspiration.
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Supporting Making Bigger
Shaun identifies one other issue that came up: players The other thing to keep in mind is that as your game
falling into a weird caricature of prison slang that they’d drifts farther from the line established by Dream
gleaned from movies and appropriated from AAVE (African Askew and Dream Apart, it’ll also be drifting closer to
American Vernacular English). He contemplates introduc- the design space of other games. And that’s great! That
ing a page of real prison slang as a supporting material, means you have new resources to contemplate and
but that feels like it’s going in the wrong direction. “I want borrow from. Look to other games for ideas about how
them to remember that these are real people, that they talk to execute your goals.
like real people,” he thinks to himself. Shaun decides to add
a new social tool to the game, alongside asking questions
and offering gentle corrections: bring your own slang
from home. Rather than relying on stereotypes and stolen
words, players will be asked to draw on the language and
slang they grew up with or are well-versed in. It’s a choice
that prioritizes relatability over realism, and Shaun’s okay
with that. He’ll test it out during the next game.
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Design Lineage This project was supported by the generosity of...
Friends of
Dream Askew is powered by the apocalypse, meaning it
takes inspiration from the pages of Apocalypse World.
Dream Apart does too, even if it’s a little less direct.
At the same time, the game engine shared by Dream the Enclave
Askew and Dream Apart stands in its own right, and
other designers are invited to build upon it. We’ve taken Spenser Isdahl, Friend to Irises
to calling those games of belonging outside belonging.
It’s up to you to decide whether to use the label to Vincent and Meguey Baker, Friends to Hawkers
describe your own work, but there are a few guidelines
to consider. Most importantly, a game of belonging Stras “Just a Dreamer” Acimovic, Friend to Stitchers
outside belonging is about a marginalized community
attempting to live just outside the boundaries of a Dana Fried, Friend to Tigers
dominant culture. Beyond that, ask yourself: does this
new game fit the established line? Did this chapter serve Cheryl Trooskin-Zoller, Friend to Torches
as a key reference in design? Does it feel right to adopt
the label? Use it if it feels right. Disco Brannick, Friend to Arrivals
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