For those that are curious what the three questions can look like, here is our current draft:
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Designer Notes
Jared Sorensen came up with something handy called the three questions. I think they are a great thing to consider before, during, and after game design.
What is your game about? Project X is a tactical space combat game, but it is also an attempt to address the balance between games that are too simple or complex. The reason that a lot of us are drawn to space gaming is our desire to replicate the fun and dramatic action that we see in the movies and in TV shows. Bur, what we tend to get is either something too abstract (like being an arm-chair admiral) or too detailed (space lawyers.)
How does the game do this? We want to bring several mechanics into play that are designed to accomplish this without bringing in a ton of rules and systems. Weapons are rated by using polyhedral die types, no need to look up a big table of weapon statistics. The other item to use the Damage Allocation Template to handle battle damage.
How does your game reward/encourage this? Using a die type for most weapons systems means less rules to look up and simplifies their use in combat. You can still have a variety of weapon designs, but without the crunchy rules needed to distinguish the same set of dice used for all weapons. The DAT rewards play by being an intuitive way to design a ship, record damage, and determine how weapon damage is applied to the hull. It streamlines damage allocation, rewards tactical positioning, and graphically shows a ship’s status.
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What is the take away for me and my co-designer? Simple intuitive systems, no rules bloat, everything the player needs on the ship sheet. The game should feel more like a fast moving RPG rather than a duel between spread sheets or accountants.