Darrell Hayhurst

47 posts

Darrell Hayhurst

Darrell Hayhurst

@DEHayhurst

Game designer. Dispenser of questionable wisdom.

Tucson, AZ Katılım Ekim 2011
4 Takip Edilen23 Takipçiler
Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
I legit forgot that I set this up until someone else linked to it. Whoops.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Be careful about having things not work. After one or two tries, players will get the message and never try that again.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
It's not about your clever solution, it's about theirs. Be open to letting something you didn't plan for work!
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Real choice equals player agency. Player agency equals player engagement.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Great advice I read: don't mistake the game you want to play in for the game you want to run.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Gamists aren't trying to win. They are trying to enjoy interacting with the system. Always winning is a detriment, not a bonus.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Never, ever, ever ever ever play a character when you're a GM. The extra 'help' will just piss people off.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Don't ask for rolls unless they mean something, and go with the results. You'll get more dramatic tension from rolls i the long run.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
It turns out players will be happier doing the same quest on their own than they would be if some idiot offers them a paltry reward for it.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
If you present an adventure to your players they will balk. If you let them uncover and adventure they will follow it anywhere.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Interesting how fast an investigation can start flailing when you have too many clues and start going in circles.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
If the character doesn't want to adventure, its time for a new character who does. Let the player decide why the new character does want to.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
When your group is teetering on the edge of going off the rails...don't try to stop them. Embrace it. Awesome or awful, it is memorable.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
It turns out fire is pretty much always hilarious. Use it.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Really, it's about the core game. Story, special effects, etc are just cool diversions that enhance a good game, but leave a bad game bad.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
If you really want to surprise your players, let their plan work perfectly. The look on their faces when nothing goes wrong is so worth it.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
If there aren't game mechanics for it, it doesn't exist for 95% of your players. If the GM doesn't say something it doesn't exist for 100%.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
If culture, social expectations aren't build into the system they are just window dressing. And players will treat them as such!
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Never make a player 'unknow' something.
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Darrell Hayhurst
Darrell Hayhurst@DEHayhurst·
Fallout 3 and Darklands are the two best models for exploring I've ever seen. Its not about getting stuff, it's about seeing something new.
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