Game Masters
Facilitators of player interactions with a game world.
This pattern is a still a stub.
Contents
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
- ↑ 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