Game Masters

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Facilitators of player interactions with a game world.

This pattern is a still a stub.

Examples

Sleep is Death GURPS Paranoia Call of Cthulhu Storytelling System Dungeons & Dragons Fallen Reich

Using the pattern

Roleplaying Randomness Dedicated Game Facilitators Challenging Gameplay Exaggerated Perception of Influence Agents Units Open Destiny Non-Player Characters Characters Stimulated Planning Enemies Fudged Results Freedom of Choice Multiplayer Games Late Arriving Players Companions Zero-Player Games Character Defining Actions Enforced Agent Behavior Single-Player Games Underlying Assumptions and Concepts Self-Facilitated Games

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Game Masters that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

Marcus Brissman, Martin Fredriksson, Carl Heath, John-Philip Johansson, Johan Peitz, Annika Waern