Hollandazed: Thoughts, Ideas, and Miscellany — game design

FROM THE ARCHIVES: BIG HANDS, I KNOW YOU'RE THE ONE (by Tom Russell)

Mary Russell

Tags game design

FROM THE ARCHIVES: BIG HANDS, I KNOW YOU'RE THE ONE (by Tom Russell)

My new game Supply Lines of the American Revolution: The Southern Strategy begins with the Siege of Charleston, still one of the most humiliating defeats in America's history. Or rather, it can begin with the siege - it depends who wins the initiative die roll. If the Crown Player does, then it's likely to go down as it did historically. There's roughly a 58% chance of that happening, and if it does, it's going to shift the Political Will Track one space into the red zone - that is, in a direction favorable to the Crown Player - and for...


STORIES AND SYSTEMS (by Tom Russell)

Mary Russell

Comments 2 Tags game design

STORIES AND SYSTEMS (by Tom Russell)

Games are systems: a series of inputs and outputs, of actions and reactions and interactions. They can be many things - frivolous or serious, light or heavy; they can appeal to the mathematical rigor of your neo-cortex or ignite giddy thrills in the reptilian part of the brain; they can be meaningless or they can be laden with meaning, and that meaning might be built into the game, or it might be something that we bring to it, and discover, ourselves. But for all the different types of games that exist, and all the different types of experiences we can...


FROM THE ARCHIVES: AUTHORIAL VOICE IN RULES WRITING (by Tom Russell)

Mary Russell

Comments 1 Tags game design, rule writing, rulebook

FROM THE ARCHIVES: AUTHORIAL VOICE IN RULES WRITING (by Tom Russell)

At this point, I've written the rules for over twenty-five published games that I've designed. I've also rewritten, with Mary's help, the rules for about a half-dozen other games by other designers. So, at this point, writing rules is second nature to me; it's easy-peasy. It didn't always used to be that way, of course, but like I said, I've done this something like thirty-plus times, and after the first dozen games or so, I simply had to get better at it. The other thing is that over time I became much more confident in writing the rules my own...


FROM THE ARCHIVES: HISTORICAL INCENTIVES IN WARGAME DESIGN (by Tom Russell)

Mary Russell

Tags game design, historical goals, mandatory movement rule

FROM THE ARCHIVES: HISTORICAL INCENTIVES IN WARGAME DESIGN (by Tom Russell)

Military history is not only the story of greatness, of inspired leadership, of singular genius, and masterful campaigns, but also of folly, failure, and disaster. There are plenty of moments throughout history where you just have to wonder, "what the heck were they thinking?" A new & correct map of the trading part of the West Indies : including the seat of war between Gr. Britain and Spain : likewise the British Empire in America, with the French and Spanish settlements adjacent thereto : adorn'd with prospects of ye most considerable towns, ports, harbours &c. therein contained from the latest & best observations....


FROM THE ARCHIVES: ADVENTURES IN VIDEO GAMES (by Tom Russell)

Mary Russell

Comments 4 Tags game design, video games

FROM THE ARCHIVES: ADVENTURES IN VIDEO GAMES (by Tom Russell)

Before I made board games, I made video games. And long before I lived, breathed, and ate board games (and there's less fiber in that diet than you'd expect), I lived, breathed, and ate video games. When I was a kid, I was obsessed with video games. I was also obsessed with books, and with the Bible, and I'm not sure if all of those obsessions were necessarily healthy. Whenever I wasn't reading a fantasy novel, or reflecting on how I was a sinning sinner who had committed unforgiveable transgressions (I was maybe six or seven), I was playing video...