The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
While some earlier modules for Dungeons & Dragons had images that were intended to be shown to players, Call of Cthulhu was the first Tabletop Roleplaying Game that had sheets with Player Aids in the form of textual information that players were to be given when they reached specific points in adventures
The map and booklet that went along with later editions of Zork I are examples of Player Aids.
Using the pattern
Player Aids are Props designed to given to players as part of conveying Predetermined Story Structures. For games with Game Masters, this may be when specific events take place but in other games (like Zork I and other Inforcom games) it may simply be available from before gameplay begins. The actual design of Player Aids consist mainly of deciding what information they should contain, when they should be presented to players, what material they should be made from, and the actual graphical (or other type of) design to be done.
Maps is an example of possible Player Aids.
Player Aids is a Interface Pattern.
Player Aids is a Narration Pattern.
While Player Aids typically are Props and through this do not explicitly provide gameplay, they can be Clues containing information relevant to Puzzle Solving and inspire Roleplaying. Regardless of this, they can help players have Emotional Engrossment due to their visual or tactile design.
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.
- Appelcline, S. 2011. Designers & Dragons. Page 86. Moongoose publishing.