Articles by Lewis Pulsipher

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Member Blogs L lewpuls Updated January 28, 2015 2815   0
This was originally posted on my home blog on June 19 of last year.   As we all know, dividing groups of people into two more or less opposites can be illuminating, certainly in the context of games. It can also be divisive of course, but I hope that will not prove to be the case here. Video gamers have made me realize that there are different ways to approach game playing as a part of your life. "Escapist Magazine" likes to talk about "the gamer lifestyle"....
Member Blogs L lewpuls Updated January 28, 2015 4851   0
This originally appeared in Against the Odds magazine #18, late 2006. This is my version rather than the text published in the magazine. Ways to reflect the "fog of war"-- designing in uncertainty in conflict boardgames Lewis Pulsipher   (All game titles in the following are trademarks of their respective designers or publishers.)   I want to discuss how uncertainty can be introduced into wargames, uncertainty about an opponent's location, his strength, or his goals, uncertainty about timing and the actions...
Member Blogs L lewpuls Updated January 28, 2015 2738   0
Periodic notes not individually demanding a separate post: ** I gave four one-hour talks about game design at Origins this past summer.  MP3s of the talks, and some wordy slides, are posted on my Web site, along with other MP3s and slides from older presentations.  http://pulsiphergames.com/teaching1.htm ** I have two Risk variants that need playtesting (variants of traditional non-mission Risk, not of the 2008 revision).  One is "Zombie Risk", where for every two armies the zombies kill, one becomes a zombie, and the other is Barbarian Risk, where a new map is used, and players represent barbarians fighting...
Member Blogs L lewpuls Updated January 28, 2015 2995   0
According to tweetdeck recently, one of the trending:worldwide topics on twitter was 6 word stories. I'm not looking for a story, but can you say in 6 words what makes wargames interesting--or not?  (And you'll have to decide what "wargames" are.)
Member Blogs L lewpuls Updated January 28, 2015 3758   0
(by the designer of Britannia) The Britannia "game system" has been used in other published games such as Maharaja (Avalon Hill), Hispania (Azure Wish), Rus, and most recently Italia (Phalanx) and China: the Middle Kingdom (Decision Games).  Some people categorize these and other games such as History of the World as “sweep of history” games.  The original game of this category may have been Ancient Conquest, which was recently reissued. A fundamental idea for Britannia (and for most sweep of history games) comes from Ancient Conquest.   I read the rules while watching a game being played in the late...
Member Blogs L lewpuls Updated January 28, 2015 4360   0
When I was a teenager one of the best aspects of the new Avalon Hill style board wargames such as Stalingrad and Afrika Korps was that they were games of strategy.  They were not family games, they were not games dominated by chance although chance was involved, they were games of skill where a good grasp of strategy made a big difference. These games were succeeded as my favorite at age 19 by Diplomacy, a game with no overt chance elements, and a game for more than two players rather than for two, so that playing the player...
Member Blogs L lewpuls Updated January 28, 2015 3574   0
This has led to quite a discussion on BGG, so it's worth trying here: What is "depth" in games? I searched for “strategic depth” on Boardgamegeek and found surprisingly little in the way of definition. Lots of people used the term (or just “depth”), but they didn’t explain what they meant. It’s another of those “everyone knows what it means but does not define it”. (If there have been discussions of depth that my search missed, perhaps someone can point me to them.) I have since found that...
Member Blogs L lewpuls Updated January 28, 2015 3479   0
(A while ago I began to repeat my blogspot blog on BGG and BGDF.  Given that BGG tends to be "fortress Eurostyle", and I'm not in sympathy with games designed that way, it can sometimes get rather hostile.  So I thought, perhaps I should try f:at and see what happens.  So here goes.  If you want to look at the 300+ previous posts, try http://pulsiphergamedesign.blogspot.com/) (Some of these blogs are also on Gamasutra, the site for video game professionals.  Depends on whether I think it's appropriate.) Lew Pulsipher I rarely listen...
68 results - showing 61 - 68
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