Difference between revisions of "Critical Failures"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
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+ | Designing [[Critical Failures]] in a game have three main components: deciding which actions can result in [[Critical Failures]], what the effects are of those failures, and what should be the probabilities of such failures. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Critical Misses]] | [[Critical Misses]] | ||
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[[Tools]] | [[Tools]] | ||
− | + | [[Randomness]] | |
+ | [[Penalties]] | ||
− | + | [[Penalties]] | |
− | + | [[Randomness]] | |
== Consequences == | == Consequences == |
Revision as of 11:35, 31 December 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Designing Critical Failures in a game have three main components: deciding which actions can result in Critical Failures, what the effects are of those failures, and what should be the probabilities of such failures.
Can Be Instantiated By
Can Be Modulated By
Consequences
Critical Failures are a type of Critical Results. Rather obviously, they are in conflict with Critical Successes.
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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