Difference between revisions of "Renewable Resources"
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[[Legendary: Encounters]] | [[Legendary: Encounters]] | ||
Reshuffle draw piles once so weak example | Reshuffle draw piles once so weak example | ||
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+ | Fury of Dracula - The Dracula player has 5 cards that can be used to evade capture or trigger events. These can't be re-used until the card drops off the trail spaces. | ||
== Using the pattern == | == Using the pattern == | ||
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== Acknowledgements == | == Acknowledgements == | ||
− | Esther MacCallum-Stewart | + | Esther MacCallum-Stewart, |
+ | Brain McDonald |
Revision as of 14:13, 8 September 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Dungeons & Dragons 4th edition powers once per encounter once per day
Legendary: Encounters Reshuffle draw piles once so weak example
Fury of Dracula - The Dracula player has 5 cards that can be used to evade capture or trigger events. These can't be re-used until the card drops off the trail spaces.
Using the pattern
Can Modulate
Budgeted Action Points, Characters, Extra Chances, Gain Ownership, Health, Limited Resources, Lives, Mules, Persistent Game Worlds, Resources, Transfer of Control, Units
Can Be Instantiated By
Chargers, Closed Economies, Game Element Insertion, No-Use Bonus, Pick-Ups, Producers, Regenerating Resources, Spawning
Controllers together with Resource Generators
Can Be Modulated By
Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership, Resource Caps, Time Limits
Potentially Conflicting With
Consequences
Can Instantiate
Hierarchy of Goals, Privileged Abilities, Resource Management, Social Dilemmas, Tradeoffs
with Resource Caps
Encouraged Constant Player Activity, Resource Management
Relations
Can Instantiate
Hierarchy of Goals, Privileged Abilities, Resource Management, Social Dilemmas, Tradeoffs
with Resource Caps
Encouraged Constant Player Activity, Resource Management
Can Modulate
Budgeted Action Points, Characters, Extra Chances, Gain Ownership, Health, Limited Resources, Lives, Mules, Persistent Game Worlds, Resources, Transfer of Control, Units
Can Be Instantiated By
Chargers, Closed Economies, Game Element Insertion, No-Use Bonus, Pick-Ups, Producers, Regenerating Resources, Spawning
Controllers together with Resource Generators
Can Be Modulated By
Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership, Resource Caps, Time Limits
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Renewable Resources that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
Esther MacCallum-Stewart, Brain McDonald