Revolutionising the RPG

A blog on game design. Home of The Chimborazo Project, a variety of games, the science of Applied Game Dynamics, and much more.

Designer’s glossary: non-choice

non-choice[nɒn-tʃɔɪs],[non-; nan-chois] One-time disclaimer on this first post – scroll down to the About section to learn more about the project and how You can contribute! noun The act of presenting your players with multiple options, one of which one is strictly better than the rest. This can either be done intentionally, in order to test…
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Chimborazo

What is Chimborazo? Let me start with a story: A not so random name Many years ago, I was quite young. I learned to read at the age of 6, and over that summer I read my first book. The Hobbit. This kicked off a love of book and reading in general, which my parents…
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Better gameplay: skill resolution

With this article, I’m starting an entirely new series on tacking problems in RPGs that aims to explore the ways we can speed up play and make it a smoother user experience by reducing the lag that happens when interpreting roleplay through mechanics. This streamlining process can be applied to everything, both during the session…
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The measure of a soul

The measure of a soul A story, an apology, and a promise. Over the final week of the month of October and throughout almost the entirety of November, I haven’t been very active. I did start the design of the first supplemental product, but haven’t done anything else to move along any of my projects…
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A case of the zoomies: skill resolution

With this article, I’m starting an entirely new series that aims to explore the ways we can speed up play by reducing the lag that happens when interpreting roleplay through mechanics. This streamlining process can be applied to everything, both during the session and out of it, and each article will focus on a different…
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power levels old intro

As the all-important persona that you are, you have been accepted into the Citadel on the 7th level and granted an audience with the King. The Once-white-but-worn-out-over-time City, the greatest fortress in the Kingdom of Rodnog, has been surrounded by massive hordes of enemies, spanning across the horizon as far as the eye can see.…
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Balance class design – Knight

Knight Designing narrative mechanics After creating the Warrior, Hunter, and Witch, and establishing the stat distribution structure of the classes, I had the relatively easy job of assigning the remaining three combinations (STR int, AGI str, and INT str) to flavourful archetypes. The Warrior was born out of a mechanical need (the Hunter too, but…
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Discord excerpts – a conversation on the power level of extra turns (filtered)

21:52]Hegemon (#chimborazo): Assume that all RPGs are turn-based (if you’re into card games, imagine one of those, should be the same thing). Turns govern the availability of the game’s fundamental resources – whether that’s amount of mana available, access to your character’s actions, etc. This is not a question, this is a statement, and one…
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Balance class design – Witch

Witch Allowing flavour to guide direction Traditionally known as “top-down” design, the idea of starting with the fantasy behind the idea and translating that into mechanics is as old as games themselves. For Balance, I want very strong themes intertwined with the mechanics on a deep level, in order to create a very flavourful experience,…
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Balance class design – Hunter

Hunter Fulfilling your game’s needs pays off From the very start, I set out to make Balance a rather small game that focused on what it was trying to do and ignore many of the complicated moving parts that are required to make a large-scale, fully fleshed out games. RPGs are very suitable for that…
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Balance class design – Warrior

Warrior Re-framing problems to solve issues Starting off with the first of the classes as they appear in the book, the warrior was relatively easy to design for. Even before I had figured out all of the class identities and their paths, it was very clear from the get-go that there WILL be a “melee…
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