The hottest Substack posts of RPG Design Theories

And their main takeaways
491 implied HN points 05 Feb 24
  1. In different game genres, the role of monsters can be completely opposite, so their presentation and mechanics should align with the specific genre.
  2. Game rules and mechanics can clearly communicate the focus of gameplay, such as combat-heavy mechanics for tactical games and more narrative-focused mechanics for story-driven games.
  3. Designing game mechanics involves considering the balance between detailed rules for combat, varying levels of action economy, and the degree of narrative flexibility, depending on the intended gameplay experience.
687 implied HN points 13 Jul 23
  1. Desire can drive success or failure in games, not just decisions and die rolls.
  2. Players can want their characters to fail for the sake of the story, leading to deeper character development.
  3. RPGs can offer immersion where players experience the story or participation where they help create it, each with their own advantages and disadvantages.
530 implied HN points 12 Apr 23
  1. New designers often feel anxious about not living up to the standards set by previous designers.
  2. Instead of blindly following existing formats, designers should focus on creating fresh, innovative ideas.
  3. Designers should strive to produce work that is truly new and exciting, rather than simply replicating what has been done before.
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334 implied HN points 26 Apr 23
  1. Game mechanics should aim to be believable, easy-to-understand, and fun at the same time.
  2. Mechanics should tie to what's important in the game, determining when dice rolling comes into play.
  3. Consider the impact of player failure on their gameplay experience and find the right balance of randomization in tasks.