English
Software design patterns do not form the basis for any software theory, although they may exploit theoretical concepts such as object orientation. Similarly, RPG design patterns will not likely form the basis for any new RPG theory, such as Gamism/Narrativism/Simulationism (GNS), Game/Drama/Simulation (GDS), The Big Model, or any other. (If you don’t know what any of those terms mean, don’t worry, you don’t need them to understand this book. If you want to learn more about RPG theory, though, visit The Forge website at http://www.indie-rpgs.com.) RPG design patterns are not about deciding upon a creative agenda, genre, or even helping you clarify your design goals. RPG design patterns are about formalizing the mechanics observed in existing pen-and-paper role-playing games, the kind of games where the players sit around a table and actually talk to one another. Each pattern description discusses its particular strengths and weaknesses, and educates game designers interested in using the same techniques on how to properly implement them. This study focuses exclusively on the nitty-gritty structure and mechanical design of table-top role-playing systems. RPG design patterns have noth
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Whitson John Kirk III · CC BY-NC-SA 3.0