A Roll and Write Experience

Frustration. For weeks that was the predominant emotion. Maybe weeks is a bit too long, but for sure it was frustration. You see, I’d decided to enter the GenCan’t Roll and Write contest. A game design contest that with a one month deadline, that needed to involve standard dice (the roll bit), that involved writing on paper (eh…the write part), and that MUST include a solo mode. All three things made me uncomfortable as a designer. Generally I don’t like dice. I’ve very little experience with roll and write games. I’ve more experience with solo games, but have never designed one, and any ambitions I’ve had to design one usually end with exasperation as I try to find the balance between replayability (generally through random events, unpredictable outcomes etc.) and making the game about skill, not luck (generally though reducing randomness, avoiding hugely unpredictable outcomes). Continue reading