View From the Tabletop: Equipment

I’ve taken a break from the higher-priority expansion work and switched focus to equipment. Partly this is so that I can leave the other stuff for my subconscious to go over, partly it’s so that I can see if adding equipment will break anything I’ve already done. Mostly, though, it’s so that I don’t burn out by focusing on one topic for too long. Burnout is a real thing, and I find changing the task I’m doing can help with preventing it. I also thought it might be interesting to get a sort of snapshot view of part of the playtesting process.

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Mechanics vs. Themes

Sometimes, it’s the assumptions we make which block us from moving forward. Becoming aware of what they are, and questioning them, can show us new ways to achieve our goals. In my day job, this is something I do with clients early on, but it’s easy to forget about in this context for some reason. Here’s an example of how using this technique solved a development problem for me.

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Gradients in Practice

During playtesting in the weekend, I realised that cognitive load is a big problem for some players. This isn’t exactly news, of course – right from the start I’ve been trying to minimise it, especially for expansion content. But it’s one thing to be aware of this idea, and another to see it demonstrated in front of you. Fortunately, there’s a way to cope with this.

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Content Modularity

We’re back in the world of Close Encounters for this post, and specifically the expansion pack content I’ve been working on for it. As you’ll know from previous posts on the subject, I have plenty of content for expansions, and testing and tweaking isn’t a huge obstacle – the issue is figuring out how to group all the content together. I still haven’t made a final decision about that, but I do have an interim plan.

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