Category: Glossary

Designer’s glossary: Narrative mechanics (TTRPG)

narrative mechanics[ˈnær ə tɪv məˈkæn ɪks], [nar-uh-tiv muh-kan-iks] noun A bridge between the events that characters within the game are experiencing and the narration of said events by the players. Narrative mechanics are definitions for triggers that get activated when something happens in the narrative being described, linking that event to concrete game mechanics that…
Read more

Designer’s glossary: A+B mechanics

A+B mechanics also enabler-payoff mechanics\ eɪ plʌs biː \ noun A+B mechanics are mechanics which are made of 2 distinct and separate parts, namely the enabler (A) and payoff (B). These are mechanics which require both parts to be combined to have any meaningful effect or benefit. Now, A+B is mostly a sliding scale, i.e. the individual…
Read more

Designer’s glossary: Overhead

overhead also overhead cost\ ˈō-vər-ˌhed \ noun An amount of complexity or tracking in a game’s system that isn’t necessarily part of the meaningful decision-making a player does while playing the game. Overhead is never beneficial to gameplay, and as such should be avoided if possible, or at least mitigated otherwise. Usually, the overhead cost is…
Read more

Designer’s glossary: non-choice

One-time disclaimer on this first post – scroll down to the About section to learn more about the project and how You can contribute! non-choice[nɒn-tʃɔɪs],[non-; nan-chois] noun The act of presenting your players with multiple options, one of which one is strictly better than the rest. This can either be done intentionally, in order to test…
Read more