Category: Applied Game Dynamics

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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C.A.R.M.E.N.

Welcome to the introduction to the Card Appraisal and Rating Machine ENgine, also known as my friend Carmen, whom I’m teaching card games. Hearthstone in particular for the time being, though I look forward to the day where we might attempt to tackle Magic: the Gathering. The goal of this project is to teach her…
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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…
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Hearthstone metagame clock progress update

In the previous article I demonstrated how a TCG’s metagame can be tracked with an actual physical clock rather than using the already established tier lists. There has recently been an oversaturation of meta reports which make keeping up with the game and tracking the meta accurately a daunting task – not only do all…
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Introducing the Hearthstone Metagame Clock

In 1999 Mike Flores asked Who’s the beatdown? This historical piece has echoed through the TCG genre and is regarded as one of, if not the most quintessential article ever written about Magic. Everybody who has played a trading card game is familiar with the two archetypes, aggro and control, and here Mr. Flores teaches us how even…
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