The Arbiter
- Rules
- The Arbiter is Rule-oriented.
- Her Gameplay experience should be the more consistent as she sees the Game as a Game.
- What are the Core Rules of your Game?
- How are they Implemented?
- How are they Explained?
- How are they Displayed?
- How are the Characters regulated?
- How does Character Creation work?
- How do Settlements work?
- How do Natural Environments work?
- How does Wildlife work?
- Balance
- How does the Arbiter sees Difficulty?
- How does she Implement it?
- Does Difficulty mean Diversity for her?
- How Progressive is she?
- How does she display this Progressiveness?
- How Adaptable is she?
- How flexible is she?
- How does she view Equity?
- How does it practice it?
- Does she discriminate between Players?
- For which reasons?
- Are these necessary discrimination?
- How do they follow the Rules?
- Does she apply a Global treatment of the Players?
- How does she test the Players?
- How does she test the Characters?
- What sort of Games does she propose?
- Customization
- All initiatives are allowed.
- As long as they are in the Frame of the Game.
- How do the Players take advantage of a Flexible Situation?
- What possibilities do they have?
- How do they test these possibilities?
- What are they looking for?
- Which trial are they trying to overcome?
- Under which conditions?
- Do they try to end it fast?
- Do they try to end it efficiently?
- Do they try to end it without taking damages?
- Which personal constrains do they fix themselves?
- Which Tactics do they adopt?
- How do they adapt their Group Dynamics?
- Which possibilities does it open them?
- Replayability
- How do Limitations allow the Players to find new possibilities?
- Do they test new ways?
- Do they test Unusual ways?
- What is impossible for them?
- Why is it impossible?
- Which Characters Classes do they Try?
- Which Characters Classes do they Prefer?
- Which Characters Classes should they Try?
- Which Characters Classes do they feel most Comfortable with?
- Can they Replay as a different Class?
- How does it modify the experience?
- How is Randomness implemented in the Game?
- How do we Control Randomness?
- With which Tools?
- Do we use Dice?
- Do we use Coins?
- Optimal Genre
- Do you write Action?
- What’s the value of Fair play to you?
- What’s the value of Competition?
- What’s the value of Concurrency?
- What’s the value of Improvement?
- Which Frame is ideal to create these?
The Naturalist
- Causality
- How would a phenomenon would occur in Real Life?
- This is the main concerned of the Naturalist.
- Which Rules are we following?
- How are the World’s rules defined?
- Who defines them?
- Which Values are we using?
- Which System are we using?
- How do we perform a Simulation?
- Which Phenomenon occurs?
- How is Survival displayed?
- What should the Players do to Survive?
- Which Condition should be Fulfilled?
- How is the Atmosphere of an Environment influencing its different parameters?
- What is the Natural Structure?
- Balance
- How are Consequences displayed?
- What are the Consequences of a specific act?
- How are they Integrated into the World?
- How are these Integrations designed?
- How does the Game benefit from them?
- Do they Players feel more Immersed thanks to them?
- Do they show more Implication?
- Do they look for Realism?
- How do they define Realism?
- Do they want to Struggle?
- What causes them Struggle?
- Which level of Pain are they expecting?
- Which level of Pain are they facing?
- Do they want to feel Not Special?
- How Resilient are they?
- How Patient are they?
- Customization
- How Flexible are you?
- Are you up to Moderate Flexibility?
- How important are the Characters to you?
- How important are the Players?
- Should they be the Centre of Narration?
- Can they Die?
- Should they Die?
- Under which Conditions?
- For which reasons?
- How do you test Players Adaptability?
- How do you break Players Adaptability?
- Which room do you leave for Experimentation?
- How can the Players find the Right way?
- How hard is it to find the Correct way?
- Is there only 1 Right way?
- Should there only be 1 Right way?
- Replayability
- Events should happen the same way for the same Parameters.
- When do these Parameters change?
- Which effects does this have on the Game?
- What are the risks for the Game?
- Will Redundancy develop?
- How Redundant risks the Game to become?
- Should we have the Same Outcomes?
- Should we have the Same Consequences?
- Will the Game become Dull?
- How Predictable does it become?
- What are the disadvantages of having a Strong Plan?
- What are the disadvantages of Preparation?
- How Accurate should the Plan be?
- Optimal Genre
- Do you write Horror?
- Do you create Adversity from the Environment?
- Are your Games moderately Passionate?
- Is there No Hatred?
- Is there No Despondency?
- Do you use Natural Cruelty?
The Director
- The Story
- What is a Story?
- What makes a Story Memorable?
- How do you develop Relationships?
- How are they displayed?
- How Intense are your Stories?
- How much time do you spend on Dialogues?
- Which Themes do you engage in?
- Do you Own your Characters?
- How do you develop them?
- Do the Players want to play with them?
- Do the Players want to play against them?
- Balance
- How does a Director develop a Sense of Balance?
- Balance is not crucial to a Director.
- However, Coherence is.
- How do you Assist the Player?
- How do you Guide the Player?
- Should you offer an Enjoyable Experience?
- Should the Story be Enjoyable?
- Is it your Goal?
- What is the Goal of the Story?
- What is the Goal of the Game?
- Is it designed to help Players?
- Which Goal should they reach?
- How do they Unlock Possibilities?
- How Flexible are you?
- How do you display your Flexibility?
- How Adaptive are you?
- Customization
- The Director may be the Most Adaptable Game Narrator.
- How Malleable are your Games?
- How can Players go through them?
- Can they Create their Characters?
- To which extent?
- Which Choices do you leave them?
- Which Parameters can they modify?
- Are they Appearance related?
- Are they Skill related?
- Are there choices to make during the Game?
- Can the Players customize the game?
- Which margin do they have for Expansion?
- How extensive is it Extensive?
- How Broad is the Game’s World?
- How do you ensure Continuity?
- Replayability
- Are there Multiple ways to End the game?
- Are there Multiple ways to Win the game?
- What are they Multiple Endings?
- How are they achievable?
- Are some of them more desirable?
- Can you establish a Hierarchy?
- What can the Players hope from their following experiences?
- Which novelties have you prepared?
- Are they Character Oriented?
- How do they modify Character Development?
- Are they related to Character Design?
- Optimal Genre
- Do you write Comedy?
- Do you write Drama?
- Do you enjoy Intimate Stories?
- What makes Intimacy appealing?
- Is it the Smaller-Scale?
- Is it the Depths it allows?
- Are you Playful?
The Builder
- The World
- What is your World made of?
- How do you define it?
- How does your Game function?
- Why did you decide to build this Game?
- What makes this Game unique?
- What makes it Enticing?
- Balance
- How Detailed are your Worlds?
- What are these Details about?
- Is Balance important to you?
- How is it Displayed?
- How much Information did you produce on your World?
- How is this Information given to the Players?
- Is it overwhelming for them?
- Is it on the point?
- Can they start playing the game immediately?
- Which Information should you give them?
- Which Information catalyses them?
- Which Information inhibits them?
- Customization
- Are you Environment-Oriented?
- How do you create Levels?
- What are their Limitations?
- Which interactions are possible beneath them?
- Why is your World Pre-defined?
- Which Templates do you offer to the Players?
- Do you purvey Characters Templates?
- Do you purvey Accessories Templates?
- Do you purvey Settings Templates?
- Does the World adapt to the Players?
- Should the Players adapt to the World?
- On which occasion?
- How permissive is the Game?
- How open is it?
- How guided is it?
- Replayability
- Do you build Large-Scale Games?
- Do you enjoy Large-Scale Games?
- Why?
- How clear is the Game Map?
- How easy is Exploration?
- What makes it difficult?
- Is it the Environment?
- Is it the Creatures?
- What is easy to discover?
- Can everything be discovered on the 1st run?
- How do you define Exploration?
- Should it be Time-Consuming?
- What Enticement do you feel while exploring?
- How Enthusiast are you?
- How Enthusiast should the Players be?
- Optimal Genre
- Do you write Adventure?
- How Enthusiastic are you?
- How Encouraging are you?
- Could you be Entitled?
- Could you be Rigid?
Narrator | Arbiter | Naturalist | Director | Builder |
Aim | Rules | Causality | Story | World |
Strength | Balanced | Realistic | Flexible | Ambitious |
Weakness | Balanced | Predictable | Story > Game | Rigid |
Balance | +++ | +++++ | + | ++ |
Customization | +++ | +++ | ++++ | ++ |
Replayability | +++ | + | ++++ | +++++ |
Genre | Action | Horror | Comedy/Drama | Adventure |