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Ancillary actions necessary for gameplay but that do not contribute directly to gameplay.

This pattern is a still a stub.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



Drafting Game World Navigation Puzzle Solving Traverse Minimalized Social Weight Social Adaptability Entitled Players Game Servers Sanctioned Cheating Game System Player Complex Gameplay Synchronous Gameplay First Player Tokens Current Player Tokens Save Scumming

Can Instantiate


with ...

Can Modulate


Can Be Instantiated By

Abstract Player Constructs, Action Programming, Bookkeeping Tokens, Characters, Game Element Insertion, Game Masters, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Persistent Game Worlds, Self-Facilitated Games, Units, Vehicle Sections, Zero-Player Games

AI Players, Game Worlds, or Units in Self-Facilitated Games

Can Be Modulated By

Score Tracks

Possible Closure Effects


Potentially Conflicting With

Dedicated Game Facilitators, Freedom of Choice, Game Masters, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles

Resource Caps when Bookkepping Tokens are used


New pattern created in this wiki.




Karl Bergström