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        <title>RPG Design Patterns</title>
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            <title>RPG Design Patterns</title>
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        <item>
            <title>start - Credited new host.</title>
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            <description>Design Patterns of Successful Role-Playing Games




a book by

Whitson John Kirk III

Edited by

Michael R. Cantrell

Foreword by

Mike Holmes

9 / 13 / 2009

Copyright © 2006 by Whitson John Kirk III. Some rights reserved. If you make changes, add your name
to the Contributor’s section on the cover. Please do not alter the Dedication, Forward, or
Acknowledgements sections.</description>
            <author>felix</author>
            <pubDate>Thu, 05 May 2011 11:37:53 -0400</pubDate>
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        <item>
            <title>rpg_design_pattern_catalog</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/rpg_design_pattern_catalog</link>
            <description>The following sections present a list of design patterns gleaned from the study. The
design patterns are partitioned into several categories:


	*  Conflict System Patterns
	*  Character Makeup Patterns
	*  Fundamental Gauge Patterns
	*  Miscellaneous Patterns
	*  Reward Patterns
	*  Role-Playing Patterns
	*  Story Patterns
	*  Structural Patterns</description>
            <author>felix</author>
            <pubDate>Thu, 05 May 2011 11:06:35 -0400</pubDate>
        </item>
        <item>
            <title>game:ars_magica_fourth_edition</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/game:ars_magica_fourth_edition</link>
            <description>Ars Magica was originally designed and written by Jonathan Tweet and Mark
Rein=Hagen in 1987 and published by Lion Rampant. The fourth edition was
published in 2003 by Atlas Games. Ars Magica is a game focused on wizards of the
Order of Hermes in 14th century Europe (or, rather, mythic Europe). Each participant
actually portrays a troupe of characters, including a Magus, one or more companions,
and a number of grogs (henchmen). Since the game is primarily centered on magicians,
most of the game’…</description>
            <author>felix</author>
        <category>game</category>
            <pubDate>Wed, 20 Jan 2010 05:12:43 -0400</pubDate>
        </item>
        <item>
            <title>game_summaries - created</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/game_summaries</link>
            <description>*  Ars Magica (Fourth Edition)
	*  Call of Cthulhu (Sixth Edition)
	*  Capes
	*  Code of Unaris
	*  Dogs in the Vineyard
	*  Donjon
	*  Dungeons &amp; Dragons v.3.5
	*  Elfs
	*  Fudge
	*  GURPS (Third Edition, Revised)
	*  HARP (High Adventure Role Playing)
	*  HeroQuest
	*  Hero System 5t Edition
	*  InSpectres
	*  My Life with Master
	*  Nobilis
	*  Paranoia xp
	*  The Pool
	*  Puppetland
	*  The Riddle of Steel
	*  RIFTS
	*  Rolemaster Fantasy Role Playing (Second Edition)
	*  Shadowrun (Second E…</description>
            <author>felix</author>
            <pubDate>Wed, 20 Jan 2010 04:32:40 -0400</pubDate>
        </item>
        <item>
            <title>table_of_contents</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/table_of_contents</link>
            <description>*  Acknowledgements
	*  Introduction
		*  The First Step in Designing an RPG
		*  Definitions

	*  Gauge Diagrams
	*  Design Patterns
	*  RPG Design Pattern Catalog
		*  Conflict System Patterns
		*  Character Makeup Patterns
		*  Fundamental Gauge Patterns
		*  Miscellaneous Patterns
		*  Reward Patterns
		*  Role-Playing Patterns
		*  Story Patterns
		*  Structural Patterns</description>
            <author>felix</author>
            <pubDate>Wed, 20 Jan 2010 04:20:28 -0400</pubDate>
        </item>
        <item>
            <title>priority_grid - completed table</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/priority_grid</link>
            <description>Intent

Provide a means to design a game tool (such as a character) by forcing players to
irrevocably prioritize various important concerns.

Also Known As

Not applicable

Related Patterns

Class, Gift, Resource, Skill, Trait

Motivation

A Priority Grid allows a game designer to give players a simple means of designing
game tools by trading-off features against one another based on their priorities. It is
called a “grid” because the options are usually presented in a table format. Commonly,
pr…</description>
            <author>felix</author>
            <pubDate>Wed, 20 Jan 2010 04:16:45 -0400</pubDate>
        </item>
        <item>
            <title>structural_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/structural_patterns</link>
            <description>*  Anonymous Rule
	*  Loose Coupling
	*  Modularity
	*  Priority Grid</description>
            <author>felix</author>
            <pubDate>Wed, 20 Jan 2010 03:56:32 -0400</pubDate>
        </item>
        <item>
            <title>pattern:modularity - created</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:modularity</link>
            <description>Intent

Boil each rule down to a single basic concern that it addresses. In other words, separate
each concern into its own separate rule and give each its own unique name.

Also Known As

Don’t Repeat Yourself (DRY)

Related Patterns

Anonymous Rule, Loose Coupling</description>
            <author>felix</author>
        <category>pattern</category>
            <pubDate>Wed, 20 Jan 2010 03:55:20 -0400</pubDate>
        </item>
        <item>
            <title>pattern:loose_coupling - created</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:loose_coupling</link>
            <description>Intent

Provide a means for one game concept to indirectly reference another game concept
without tying one directly to the other.

Also Known As
Not Applicable

Related Patterns

Class, Gift, Rank, Skill

Motivation

This pattern gets its name directly from an important software engineering principle of
the same name. Software designers often want various software modules to
communicate with one another without either module depending on the implementation
details of the other.</description>
            <author>felix</author>
        <category>pattern</category>
            <pubDate>Wed, 20 Jan 2010 03:48:09 -0400</pubDate>
        </item>
        <item>
            <title>pattern:anonymous_rule - created</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:anonymous_rule</link>
            <description>Intent

Hide game complexity and save paper or formatting space by incorporating rules of
little importance within the text of more important rules.

Also Known As

Not applicable.

Related Patterns

Modularity

Motivation

An Anonymous Rule is a rule buried in the text of another rule or game entity. Such
rules lack names of their own, and so are “anonymous.” This does not describe the
process whereby two or more rules are simplified through the creation of a single, more
general rule. Rather, …</description>
            <author>felix</author>
        <category>pattern</category>
            <pubDate>Wed, 20 Jan 2010 03:31:41 -0400</pubDate>
        </item>
        <item>
            <title>pattern:structured_story - created</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:structured_story</link>
            <description>Intent

Provide a means to ensure players always know what to do “right now.” Also, generate
a story plot following appropriate genre conventions building up to an exciting climax.

Also Known As

Structured Session

Related Patterns

Contest Tree, Endgame</description>
            <author>felix</author>
        <category>pattern</category>
            <pubDate>Wed, 20 Jan 2010 02:54:52 -0400</pubDate>
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