Wraith

The 13 Golden Rules for Game Designers

The 13 Golden Rules for Game Designers
  1. Make sure you have a good knowledge of the complete rules, ref notes and NPC notes. (Check that you are using the most up-to-date versions.) If you are unclear about any of the rules or would like to suggest changes or additions, please communicate your thoughts/questions far enough in advance for issues to be resolved and information passed to others in the game world.
  2. If you are designing a game for the first time, get hold of a written copy of an existing game, preferably one you have played so you have a working guideline of how one is put together.
  3. Collate all relevant campaign information that may relate to your setting. (Date, recent events etc.) What were the players' previous assignments and how might they affect this game?
  4. Don't try to design and organise the game on your own. Work with someone else or a small group. This is a faster process and it gives others a chance to contribute and, where necessary, point out the flaws in your design.
  5. Once you have a rough idea of your scenario you will want to select your players and NPCs. Think carefully about the maximum/minimum numbers of people that can be involved. (For example, how many beds are there at the location? And consider sleeping arrangements. For that matter consider number of cars, parking arrangements and luggage movement.)
  6. What level-range should players be? Is it suited to beginners (level 1 and possibly 2)? Or is it a more advanced game? Try to keep the party balanced in terms of their levels, hit points and skills. For more advanced games, keep a track of people’s phobias and sanity points as they may well come into play under duress.
  7. Fit your game to the players you have. If there is a lot of combat make sure at least one PC has first aid, or some form of hit point recovery is designed into the game. (A doctor or medical kit etc.) If a lot of spell casting is required, make certain the party have enough magic points. Some of your NPCs may need to 'fill the gaps' for the party if necessary. If your game is designed so that the finale requires someone to fix the 'Death Ray Machine' by using Advanced Mechanical skill and no-one in the party has that skill – think again.
  8. Safety Please. You'll be amazed what players in the heat of the moment think they can do. If you imprison them in a 60 foot tower, consider that someone may forget themselves and try to climb out of the window. ANTICIPATE EVERY POSSIBLE DANGER AND ELIMINATE IT FROM THE GAME REALITY.
  9. For every scrape you deliberately put the players into you must have thought of at least one possible way out. Of course, if they get themselves into trouble then they're on their own.
  10. Create a props list well in advance of the game. Make certain you have what you need or know where and when you are going to get it. Consider things like gaffer tape, out of bounds signs, spare guns, ammo, torches, emergency costumes etc. You should also have one or more copies of the scenario in a folder clearly marked 'out of bounds'.
  11. Leave enough time to go through the entire scenario with your full NPC team AT LEAST ONCE. Make sure everything is on the out of bounds room, all clues set and all bins emptied well before you begin.
  12. E-mail the essentials to your NPCs so they know what they are expected to bring. Make certain you know what you are to provide for them.
  13. Make sure the players know what they need for their safety and comfort. Do they need waterproofs, towels, sleeping bags and sturdy shoes? Will it be an extreme game? Some players will be genuinely uncomfortable with certain types of game. Make sure they know the parameters. (You don’t have to give away any details.)

A Note on Budgets

In the Wraith campaign world a member should never pay more than £100 for a typical 2-day game. If the game is devoid of the usual luxuries (ie bedrooms, bathrooms and free booze) the cost should come down. Consider also that most players will pay for their own transport on top of the fee.

Ideally NPCs should not pay and, where possible, game designers should take a small fee for their time. However, this is not always possible and it seems reasonable for NPCs to pay anything up to £40 each, especially if they are getting good food/drink or playing good roles.

Again, work out your budget well in advance so you know the game is feasible. Give PCs and NPCs plenty of warning about the cost of the game and what they will get for their money.

Think through the number of meals that will be eaten as part of the game and how many people will be at each. Also, who in the game will prepare these meals? And when? And make certain the basics are covered – tea, milk, bread, toilet roll etc.

Your costs will be – location, props and costume, food, travel, sundries. Your income will be – players' fees, other contributions.

Try to balance it with money to spare, in case of last minute emergencies. It is bad form to ask the players for more money than they were expecting to pay, simply because you didn't budget properly. Getting players to pay in advance is a good way round this and gives you some money to work with up front. A deposit some time before the event is advisable.

If the players are to eat out in a nearby town (and therefore pay for a meal) this should be considered and ideally the cost deducted from the amount they are charged for the game. (Likewise if they are expected to pay for entry to museums or car parks.)


Member Total: 15.
There are 0 registered members and 5 guests viewing the site.

You are the 121,198th visitor to this site and no, you don't win a prize.