If anything has the biggest impact on your players’ experience at your game, after the particular role they’re playing, it’s their team. This can be seen as one of the…
games design
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Game Design and Theory
5 Lessons about Megagame Councils from the Handforth Parish Council meeting
by BeckyBeckyCouncils are a staple feature of many different Megagames. From the UN at Watch The Skies, to the Small Council at Everybody Dies, to Lenin’s Party Congresses at Red Dawn,…
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At the end of November, I adapted a physical space game to online, with Gather.Town as my software of choice. I first came across Gather.Town a lot earlier during lockdown…
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Casting is a crucial part of preparing for your megagame. A well-cast game can elevate your mechanics and briefings to another level, while poor casting choices can cast a pall…
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I was recently invited to speak at the first Megagame Design Symposium by True North Megagames. The Symposium brought together a bunch of megagame enthusiasts and put on a series…
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Game Design and Theory
Ten Things You Might Not Be Doing At Your Megagame (But Probably Should Be)
by BeckyBeckyMegagames are run differently all over the world. Even within countries or even cities, the way megagames are run can vary significantly, from group to group and designer to designer.…
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Not going to lie – I love a good secret plot for my megagames. I’ve literally included at least one in every game I’ve run so far. From the anti-Targaryen…
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For some people, this is the reason they write megagames, the part they find most enjoyable. For others, this is a necessary evil. I’m definitely more in camp one than…
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So now that the dust has settled after my second original megagame, I’ve decided to write up a short overview of what went well, what went not-so-well, what I hope…
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Boom! Fourth megagame run and second original megagame designed… challenge complete. Last Saturday, my high school megagame, Trope High, took place. If you’ve been reading my (sadly neglected) megagame design…