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	<title>Comments on: Why do I design games?</title>
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	<link>http://www.stargazersworld.com/2010/03/26/why-do-i-design-games/</link>
	<description>A Role Playing Games Blog</description>
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		<title>By: What do you look for in a game setting? &#124; Moebius Adventures</title>
		<link>http://www.stargazersworld.com/2010/03/26/why-do-i-design-games/comment-page-1/#comment-2894</link>
		<dc:creator>What do you look for in a game setting? &#124; Moebius Adventures</dc:creator>
		<pubDate>Tue, 20 Apr 2010 15:38:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.stargazersworld.com/?p=3604#comment-2894</guid>
		<description>[...] Why do I design games? from Stargazer&#8217;s World (stargazersworld.com) [...]</description>
		<content:encoded><![CDATA[<p>[...] Why do I design games? from Stargazer&#8217;s World (stargazersworld.com) [...]</p>
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		<title>By: Spacemouse</title>
		<link>http://www.stargazersworld.com/2010/03/26/why-do-i-design-games/comment-page-1/#comment-2762</link>
		<dc:creator>Spacemouse</dc:creator>
		<pubDate>Mon, 29 Mar 2010 11:32:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.stargazersworld.com/?p=3604#comment-2762</guid>
		<description>For me, the answer to the question in the title is simple and serious: Because I have to. 
I consider myself a fairly creative person, but I have no artistic skills to speak of. When the urge to create hits (as it does quite frequently), it&#039;s down to my meagre programming skills or writing a &quot;board&quot; game of some sort. (I find it illustrative that my first experience with RPGs, twenty-odd years back, was through designing my own!) </description>
		<content:encoded><![CDATA[<p>For me, the answer to the question in the title is simple and serious: Because I have to.</p>
<p>I consider myself a fairly creative person, but I have no artistic skills to speak of. When the urge to create hits (as it does quite frequently), it&#039;s down to my meagre programming skills or writing a &quot;board&quot; game of some sort. (I find it illustrative that my first experience with RPGs, twenty-odd years back, was through designing my own!)</p>
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		<title>By: deltamonk</title>
		<link>http://www.stargazersworld.com/2010/03/26/why-do-i-design-games/comment-page-1/#comment-2756</link>
		<dc:creator>deltamonk</dc:creator>
		<pubDate>Sat, 27 Mar 2010 11:55:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.stargazersworld.com/?p=3604#comment-2756</guid>
		<description>Ooh - free RPGs ;-) 
 
On a serious note, I couldn&#039;t have said it better myself. 
 
I&#039;m always on the lookout for new systems - and new ideas for my own systems! - so thanks, and keep up the good work! 
 
Tom 
.-= deltamonk&#180;s last blog ..&lt;a href=&quot;http://plasticpolyhedra.blogspot.com/2010/03/thoughts-on-4e.html&quot; rel=&quot;nofollow&quot;&gt;Thoughts on 4e&lt;/a&gt; =-. </description>
		<content:encoded><![CDATA[<p>Ooh &#8211; free RPGs <img src='http://www.stargazersworld.com/wordpress/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>On a serious note, I couldn&#039;t have said it better myself.</p>
<p>I&#039;m always on the lookout for new systems &#8211; and new ideas for my own systems! &#8211; so thanks, and keep up the good work!</p>
<p>Tom<br />
.-= deltamonk&acute;s last blog ..<a href="http://plasticpolyhedra.blogspot.com/2010/03/thoughts-on-4e.html" rel="nofollow">Thoughts on 4e</a> =-.</p>
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		<title>By: Kameron</title>
		<link>http://www.stargazersworld.com/2010/03/26/why-do-i-design-games/comment-page-1/#comment-2754</link>
		<dc:creator>Kameron</dc:creator>
		<pubDate>Fri, 26 Mar 2010 21:24:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.stargazersworld.com/?p=3604#comment-2754</guid>
		<description>I think one of the best pieces of advice I heard/read was to write stories that you want to read. The same can be applied to game design. Every game I&#039;ve written a design document for has been from a desire to play the game, and my muse was generally a game I enjoyed, but wanted to tweak a few mechanics. Whether you decide to publish commercially is just icing on the cake. 
.-= Kameron&#180;s last blog ..&lt;a href=&quot;http://www.pathsofadventure.com/2010/03/25/juggling-spiders-and-coddling-shrews/&quot; rel=&quot;nofollow&quot;&gt;Juggling spiders and coddling shrews&lt;/a&gt; =-. </description>
		<content:encoded><![CDATA[<p>I think one of the best pieces of advice I heard/read was to write stories that you want to read. The same can be applied to game design. Every game I&#039;ve written a design document for has been from a desire to play the game, and my muse was generally a game I enjoyed, but wanted to tweak a few mechanics. Whether you decide to publish commercially is just icing on the cake.<br />
.-= Kameron&acute;s last blog ..<a href="http://www.pathsofadventure.com/2010/03/25/juggling-spiders-and-coddling-shrews/" rel="nofollow">Juggling spiders and coddling shrews</a> =-.</p>
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		<title>By: DeadGod</title>
		<link>http://www.stargazersworld.com/2010/03/26/why-do-i-design-games/comment-page-1/#comment-2752</link>
		<dc:creator>DeadGod</dc:creator>
		<pubDate>Fri, 26 Mar 2010 15:07:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.stargazersworld.com/?p=3604#comment-2752</guid>
		<description>When I sit down to write a game, I do it to try something different.  I find a hook--something that I can&#039;t easily find in other games--and then try to design a game around it. 
 
I suppose most of my games fall into the indie crowd, because they end up being lean systems that a (in my opinion) really good at doing one or two things. 
 
As a side-effect, most of my games don&#039;t see campaign play.  I fall back on more robust systems for my long term games. 
.-= DeadGod&#180;s last blog ..&lt;a href=&quot;http://mediocretales.com/?p=797#utm_source=feed&amp;utm_medium=feed&amp;utm_campaign=feed&quot; rel=&quot;nofollow&quot;&gt;Game Mechanics for Personality (for any edition of D&amp;D)&lt;/a&gt; =-. </description>
		<content:encoded><![CDATA[<p>When I sit down to write a game, I do it to try something different.  I find a hook&#8211;something that I can&#039;t easily find in other games&#8211;and then try to design a game around it.</p>
<p>I suppose most of my games fall into the indie crowd, because they end up being lean systems that a (in my opinion) really good at doing one or two things.</p>
<p>As a side-effect, most of my games don&#039;t see campaign play.  I fall back on more robust systems for my long term games.<br />
.-= DeadGod&acute;s last blog ..<a href="http://mediocretales.com/?p=797#utm_source=feed&amp;utm_medium=feed&amp;utm_campaign=feed" rel="nofollow">Game Mechanics for Personality (for any edition of D&amp;D)</a> =-.</p>
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		<title>By: Swordgleam</title>
		<link>http://www.stargazersworld.com/2010/03/26/why-do-i-design-games/comment-page-1/#comment-2751</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Fri, 26 Mar 2010 14:46:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.stargazersworld.com/?p=3604#comment-2751</guid>
		<description>I did the &quot;48 hour RPG design challenge&quot; that someone had on their blog a while back, and it was a lot of fun. I don&#039;t think I want to do anything more than that, though - I&#039;m a perfectionist, and I don&#039;t need another endless project eating away at my time. 
 
We need to do that &quot;5 RPGs in 25 minutes&quot; challenge in the chat some time. </description>
		<content:encoded><![CDATA[<p>I did the &quot;48 hour RPG design challenge&quot; that someone had on their blog a while back, and it was a lot of fun. I don&#039;t think I want to do anything more than that, though &#8211; I&#039;m a perfectionist, and I don&#039;t need another endless project eating away at my time.</p>
<p>We need to do that &quot;5 RPGs in 25 minutes&quot; challenge in the chat some time.</p>
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		<title>By: Badelaire</title>
		<link>http://www.stargazersworld.com/2010/03/26/why-do-i-design-games/comment-page-1/#comment-2750</link>
		<dc:creator>Badelaire</dc:creator>
		<pubDate>Fri, 26 Mar 2010 14:40:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.stargazersworld.com/?p=3604#comment-2750</guid>
		<description>Absolutely.  I wrote my first RPG while in college, a fairly crunchy generic system that I used to run two short horror campaigns (one set in the 1920&#039;s, one set in the modern era) and two long fantasy campaigns.  It worked well enough, but it taught me a lot about what I did right and what I did wrong. 
 
Over the last eight years or so I&#039;ve been pecking away at a replacement for that old system.  It&#039;s mostly finished now, and I&#039;m happy with the results.  I might one day have a PDF for people to download and use if they wish, and I hope to write a few campaign settings for it, but I&#039;ve created the RPG for me and my own gaming, not as a &quot;product&quot;.   
 
In the end, if the game you&#039;re writing isn&#039;t &quot;for you&quot; in some aspect, the fire just won&#039;t be there.  It&#039;s got to be fun and it&#039;s got to reflect something you like in order for you to put the right kind of creative energy into the project. 
.-= Badelaire&#180;s last blog ..&lt;a href=&quot;http://tankardsandbroadswords.blogspot.com/2010/03/tnb-rpg-carousing-brawling-and-feasting.html&quot; rel=&quot;nofollow&quot;&gt;TnB RPG: Carousing, Brawling, and Feasting&lt;/a&gt; =-. </description>
		<content:encoded><![CDATA[<p>Absolutely.  I wrote my first RPG while in college, a fairly crunchy generic system that I used to run two short horror campaigns (one set in the 1920&#039;s, one set in the modern era) and two long fantasy campaigns.  It worked well enough, but it taught me a lot about what I did right and what I did wrong.</p>
<p>Over the last eight years or so I&#039;ve been pecking away at a replacement for that old system.  It&#039;s mostly finished now, and I&#039;m happy with the results.  I might one day have a PDF for people to download and use if they wish, and I hope to write a few campaign settings for it, but I&#039;ve created the RPG for me and my own gaming, not as a &quot;product&quot;.  </p>
<p>In the end, if the game you&#039;re writing isn&#039;t &quot;for you&quot; in some aspect, the fire just won&#039;t be there.  It&#039;s got to be fun and it&#039;s got to reflect something you like in order for you to put the right kind of creative energy into the project.<br />
.-= Badelaire&acute;s last blog ..<a href="http://tankardsandbroadswords.blogspot.com/2010/03/tnb-rpg-carousing-brawling-and-feasting.html" rel="nofollow">TnB RPG: Carousing, Brawling, and Feasting</a> =-.</p>
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