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        <title>RPG Design Patterns</title>
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            <title>RPG Design Patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/</link>
        </image>
        <item>
            <title>acknowledgements</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/acknowledgements</link>
            <description>Before writing this book, I had been designing, writing, tweaking, and rewriting my own role-playing
game, Legendary Quest, for over 20 years. In that time, I created seven editions of the game to which
only my close friends and I had access. The experience gave me great practice in designing games and
taught me much about how a role-playing game should work. Because I had approached my designs
from the vantage point of making the best game possible for my gaming group, I didn’t look too far afi…</description>
            <pubDate>Thu, 05 May 2011 04:36:11 -0400</pubDate>
        </item>
        <item>
            <title>alphabetic_index_of_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/alphabetic_index_of_patterns</link>
            <description></description>
            <pubDate>Thu, 05 May 2011 04:36:13 -0400</pubDate>
        </item>
        <item>
            <title>alphabetic_index_of_referenced_games</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/alphabetic_index_of_referenced_games</link>
            <description></description>
            <pubDate>Thu, 05 May 2011 04:36:02 -0400</pubDate>
        </item>
        <item>
            <title>character_makeup_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/character_makeup_patterns</link>
            <description>*  Attribute
	*  Class
	*  Class Tree
	*  Gift
	*  Hit Points
	*  Level
	*  Point Spend Attributes
	*  Random Attribute
	*  Skill
	*  Skill Tree
	*  Template
	*  Trait
	*  Trauma Gauge
	*  Wound Trait</description>
            <pubDate>Fri, 15 Jan 2010 02:45:24 -0400</pubDate>
        </item>
        <item>
            <title>conflict_system_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/conflict_system_patterns</link>
            <description>*  Contest Tree
	*  Generalized Contest
	*  Last Man Standing
	*  Negotiated Contest
	*  Safety Valve</description>
            <pubDate>Tue, 12 Jan 2010 13:29:15 -0400</pubDate>
        </item>
        <item>
            <title>dedication</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/dedication</link>
            <description>I dedicate this book to my loving wife Melissa, who has not only patiently endured my
obsession with role-playing over the many years of our marriage, but has damned well
made sure I did a proper job of it.</description>
            <pubDate>Thu, 05 May 2011 04:35:58 -0400</pubDate>
        </item>
        <item>
            <title>definitions</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/definitions</link>
            <description>Needless to say, the research for this book entailed reading a lot of role-playing games.
But, comprehension did not come easily. Picking up a new game and thumbing through
its pages to extract the important bits was often painful. Game authors use popular
terms like “attribute,” “skill,” and “trait” inconsistently. So, understanding an author’s
intent required digging through the game text and then translating the terms into a
common vernacular. Note that some of these terms are written up as f…</description>
            <pubDate>Sun, 10 Jan 2010 09:53:17 -0400</pubDate>
        </item>
        <item>
            <title>design_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/design_patterns</link>
            <description>To raise a “rule of thumb” to the status of design pattern, it must be formalized.
Christopher Alexander stated that a design pattern must contain at least the following
four aspects: a name, a problem statement, a proposed solution, and the consequences of
using the pattern. The “Gang of Four” patterns have even more aspects, which are
meant to further clarify the problem domain and proposed solution. The design pattern
template used in this text mimics the Gang of Four format, with slight modi…</description>
            <pubDate>Thu, 05 May 2011 04:36:03 -0400</pubDate>
        </item>
        <item>
            <title>foreword</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/foreword</link>
            <description>I first got to know John Kirk through The Forge, and then giving him some design
commentary for his game Legendary Quest (www.legendaryquest.com). John, well
versed in legend, had put together a lot of research for the game, but the system was
pretty traditional in some ways. But with definite potential. Often times when you try to
give advice to an author like this, they decide that you're an obnoxious poof, and ignore
you completely.</description>
            <pubDate>Thu, 05 May 2011 04:36:10 -0400</pubDate>
        </item>
        <item>
            <title>fundamental_gauge_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/fundamental_gauge_patterns</link>
            <description>*  Conflicted Gauge
	*  Currency
	*  Gauge
	*  Rank
	*  Resource</description>
            <pubDate>Tue, 19 Jan 2010 10:54:47 -0400</pubDate>
        </item>
        <item>
            <title>game_summaries</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>
            <pubDate>Tue, 02 Feb 2010 02:35:36 -0400</pubDate>
        </item>
        <item>
            <title>gauge_diagrams</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/gauge_diagrams</link>
            <description>Gauge diagrams illustrate a game’s core gauges and their relationships to one another.
The purpose of creating a gauge diagram is to convey understanding of a game’s
currency flow from one game designer to another. So, a solo designer that neither
needs nor wants outside assistance will find gauge diagrams to have little value.
However, most of us crave feedback on our designs and gauge diagrams can assist us in
obtaining it. The diagrams ease the learning curve for those from whom we seek advic…</description>
            <pubDate>Mon, 11 Jan 2010 11:46:03 -0400</pubDate>
        </item>
        <item>
            <title>introduction</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/introduction</link>
            <description>In the 1960s, Christopher Alexander, an architect, proposed a practical new way to
undertake urban planning. His idea was to first study the best examples of
contemporary urban plans and buildings with the goal of finding common patterns in
their designs. Once identified, these patterns could be exploited in future designs. He
described this process of design by pattern (or, in his terms, diagrams) in his work
Notes on the Synthesis of Form. In this text, Alexander describes patterns as being no…</description>
            <pubDate>Thu, 05 May 2011 04:35:54 -0400</pubDate>
        </item>
        <item>
            <title>miscellaneous_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/miscellaneous_patterns</link>
            <description>*  Alignment
	*  Game Master</description>
            <pubDate>Tue, 19 Jan 2010 11:21:10 -0400</pubDate>
        </item>
        <item>
            <title>priority_grid</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>
            <pubDate>Wed, 20 Jan 2010 04:16:45 -0400</pubDate>
        </item>
        <item>
            <title>reward_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/reward_patterns</link>
            <description>*  Attendance Reward
	*  Failure Reward
	*  Narrative Reward
	*  Success Reward</description>
            <pubDate>Tue, 19 Jan 2010 13:03:56 -0400</pubDate>
        </item>
        <item>
            <title>role-playing_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/role-playing_patterns</link>
            <description>*  Faction
	*  Idiom</description>
            <pubDate>Tue, 19 Jan 2010 13:45:51 -0400</pubDate>
        </item>
        <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>
            <pubDate>Thu, 05 May 2011 11:06:35 -0400</pubDate>
        </item>
        <item>
            <title>start</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/start</link>
            <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>
            <pubDate>Thu, 05 May 2011 11:37:53 -0400</pubDate>
        </item>
        <item>
            <title>story_patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/story_patterns</link>
            <description>*  Endgame
	*  Structured Story</description>
            <pubDate>Wed, 20 Jan 2010 02:46:40 -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>
            <pubDate>Wed, 20 Jan 2010 03:56:32 -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>
            <pubDate>Tue, 02 Feb 2010 03:00:09 -0400</pubDate>
        </item>
        <item>
            <title>the_first_step_in_designing_an_rpg</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/the_first_step_in_designing_an_rpg</link>
            <description>Design Patterns won’t help you to design anything if you don’t have an idea of what it
is you are designing. First of all, let’s suppose you have the following goals:


	*  You want to design a “pen and paper” role-playing game, where real people sit around a real table and talk to one another face to face.
	*   You want the game to be fun.</description>
            <pubDate>Thu, 05 May 2011 04:36:07 -0400</pubDate>
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