Using Patterns and Consequences of Patterns
From gdp3
The pattern collection divides the description of patterns in two main parts besides the short general description. The first looks at a pattern from the perspective of what is needed for the pattern to emerge and what options one has as a design. The second looks at the effect the pattern can have on the gameplay and how it can give rise to other patterns, interact with other patterns, or be difficult to combine with other patterns. However, reasons for using a pattern (which often can be described as a pattern itself) is often described in both section: in the first since this motivates the use of the pattern to begin with and in the second since the reason can be describe as a wanted consequence.