The first edition of the COMPLETE KOBOLD GUIDE TO GAME DESIGN laid out concepts, techniques and advice for designing roleplaying games and enhancing adventures. This second edition brings together essays from the original volume, many updated to reflect the changing game design landscape, as well as new essays by veteran designers Jeff Grubb (Dragonlance,Forgotten Realms, Guild Wars), Kelly Pawlik (Midgard Sagas, Empire of the Ghouls), Amber Scott (Dungeons & Dragons, Eberron) and Ray Vallese (The Kobold Guide to Magic).Between these covers, you’ll find practical, thought-provoking essays on worldbuilding, creating magic systems, conflict, and compelling stories, what to expect when you work as a design professional, and much more. Conceptual chapters examine what game design is and how good design can create the best games. Concrete examples provide models to help youcreate well-rounded designs and exciting adventures.In his essay, “Seize the Hook,” designer Rob Heinsoo says, “Design a game you want to play but can’t because no one else has designed it yet.” THE COMPLETE KOBOLD GUIDE TO GAME DESIGN, SECOND EDITION will help you do that, and your games and campaigns will never be the same.PRAISE FOR THE FIRST EDITIONWinner, 2012 Gold ENnie Award, Best RPG-Related Accessory“Highly recommended for gaming nerds everywhere!”—City Book Review
Author(s): Wolfgang Baur, Amber Scott, Colin McComb, Keith Baker, Michael A. Stackpole, Kelly Pawlik, Jeff Grubb, Ed Greenwood, Janna Silverstein (editor)
Edition: 2
Publisher: Kobold Press
Year: 2019
Language: English
Pages: 252
Tags: Writing, Game design, Design, Games, Reading, Kobold
Kobold Guide to GAME Design 2nd Edition
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Title page
Legal page
Table of Contents
Game Design
1 What is Design?
2 Designing RPGs: Computer andTabletop
3 The Process of Creative Thought
4 Design that Matters
5 Seize the Hook
6 The Infinite Onion: Creating Play Depth
7 Basic Combat Systems for Tabletop Games
8 How and Why d20 Changed RPGs Forever
9 More Empty Rooms
10 Covenants
11 Designing Magic Systems
12 Location as a Fulcrum for Superior Design
13 Worldbuilding
14 Myths and Realities of Game Balance
Enhancing Adventures
15 Crafting a Dastardly Plot
16 Taking Character Advancement to a Whole New Level
17 Challenge and Response
18 Designing Situations
19 City Adventures
20 The Underdark
21 Maps, Monsters, and Bottom-Up Design
22 Monster Hordes
23 Hardboiled Adventures
24 What Makesa Night Arabian?
25 The Mystery of Mysteries
26 The Anvil in the Dwarf's Soup
27 Using and Abusing Misdirection
28 Stagecraft
Writing, Pitching, Publishing
29 Shorter, Faster, Harder, Less
30 Buckets in the Sandbox
31 Collaboration and Design
32 Pacing
33 Playtesting
34 The Role of Editing
35 Promises, Promises
36 Failure and Recovery
37 Why Writers Get Paid
38 Talent Won’t Save You...
39 The Magic Bullet for Publication
40 Creative Mania and Design Despair
Make your Game Your own!
Back Cover