Whitebox20: design space & direction struggle

I’ve been toying here with design decisions for Whitebox and I felt I was hitting a good stride. And I have a document where I’m actually writing the game, which is great.

It’s not great because HELL YEAH PROGRESS, it’s great because that’s the point where you’re actually, you know, finalizing the decisions. It forces the designer to take a choice.

Yeah, they’re not final. I can go back and change the rules. But as the game gets written (not played, as it’s totally possible and recommended to try different rules during exploratory playtest), it takes a shape, and the taking shape means that you have to choose its shape.

And I didn’t feel comfortable with the shape. I felt some of the good decisions I was taking were not bringing the game where I wanted.

I want a pick up and play barebone adventure game with clean mechanics.

I was designing a skill-based adventure game with clean mechanics.

The two things are not the same. The second has way more faffy character building. I need to stay on track of what I really want to do. The faff has to go. The faff can always be reintroduced as optional rules later. 🙂

I curbed down, wrote some, and will playtest soon.

Oh, here’s a layout test:
Untitled

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