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  • Opportunity (category Game Design)
    players could not normally do themselves. Opportunities are seeded into the game by our plot team. An opportunity often brings with it the ability to do something
    8 KB (1,273 words) - 16:38, 19 December 2023
  • Folly (section Game Design)
    benefits. A folly is the general term for any commission that is explicitly designed not to provide any apparent benefits. Most follies are straightforward
    7 KB (1,391 words) - 18:11, 17 September 2023
  • fundamental game design of the Senate to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed
    10 KB (1,630 words) - 20:48, 22 November 2022
  • is to setting Tests of Mettle, Ardour and Resolve. We have created a game design page especially to provide guidance on setting a test. An earl who possesses
    2 KB (343 words) - 22:57, 26 May 2023
  • Senate design (category Game Design) (section Game Limitations)
    military game takes place primarily within the Military council - the game is designed to ensure that the senators can't directly move the military game into
    19 KB (3,389 words) - 11:22, 23 June 2016
  • Money is a frequent challenge in Dawn, especially for the noble houses. There is no glory in making money; an obsession with money is seen as tawdry, something
    6 KB (1,060 words) - 15:04, 3 August 2024
  • is anything that reflects the philosophy of the tradition and improves the game for those involved. Traditions Astronomancy Blood Magic Dramaturgy Rune Magic
    5 KB (647 words) - 04:41, 20 August 2024
  • Mandate (section OOC Design)
    most crucial elements of the game design. Opportunities, particularly Synod plot opportunities are specifically designed to present the player base with
    13 KB (2,368 words) - 16:50, 21 July 2024
  • Skirmishes and battles are a crucial part of the game, however. The intention of Empire's game design is that all the different parts are interrelated
    9 KB (1,426 words) - 23:09, 21 June 2024
  • all the plenipotentiary Winds of Fortune Talking to eternals - a chatty game design article with some advice about getting the most out of plenipotentiary
    13 KB (2,084 words) - 18:31, 11 September 2024
  • Military Council design (category Game Design)
    difficult for anyone to formally address the council. The new design carries the Empire game design ethos through to the logical conclusion for the Military
    21 KB (3,066 words) - 11:14, 5 September 2017
  • Crime and criminality (category Game Design) (section Design Goals)
    a considerable amount of time into the design of the legal system in Empire - along with the design of the game rules - to try and make it as effective
    15 KB (2,669 words) - 13:25, 26 April 2023
  • Rules update 2023 (category Game Design)
    suit our game style that a character can create very powerful game effects without interacting with one of the major political bodies of the game to get
    51 KB (8,707 words) - 20:24, 28 March 2024
  • Rules update 2024 (category Game Design)
    This is particularly true of Empire LRP because core elements of the game design are intended to test the skills of the player, not the character. Because
    54 KB (8,005 words) - 18:08, 31 August 2024
  • Rules update 2019 (category Game Design)
    integrate the new material. When you design a setting for a roleplaying game, many elements are included with an explicit design ethic for what they are trying
    42 KB (7,024 words) - 21:24, 11 February 2023
  • odds with the way curses usually operate. In practice, it is a curse for game design reasons - it needs to parallel Rivers Run Red which is certainly malign
    9 KB (1,556 words) - 14:23, 3 June 2024
  • Rules update 2016 (category Game Design)
    have a profound impact on the game world. But the design goal was to ensure that Empire remained a live roleplaying game 100% - that all the important
    59 KB (9,886 words) - 17:03, 24 July 2022
  • who joins a noble house must first pass a Test of Mettle. There is a game design page especially to provide guidance on setting a test which may also be
    10 KB (1,712 words) - 08:54, 22 April 2024
  • Accessibility (category The Game) (section In game documents)
    is not to circumvent the game but rather to identify the problems for our participants which are not part of the game design. The more of these problems
    29 KB (4,877 words) - 10:49, 20 July 2024
  • from the surrounding marshes - but all the signs indicate that this is by design rather than as a consequence of any architectural failure. There are also
    58 KB (8,268 words) - 21:53, 13 May 2024
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