Lapis Philosophorum #1: Tools and Toys
This is first instalment in what I hope will be a new regular (or semi-regular) feature on The Gaming Philosopher . In Lapis Philosophorum ("the philosopher's stone", something you'll undoubtedly find only on the bottom of a dungeon) I will discuss topics in the design of roleplaying games and roguelikes. The focus will be on strategic and tactical systems rather than on narrative, coding or thematic content. I expect my own game Kerkerkruip to come up regularly, but the discussions will draw from a much wider range of games. I would also like to use this feature as an excuse to read more of what other people have written about game design -- something that I am far too ignorant of! Introduction In this first post, I want to talk about tools and toys , two of the basic elements of RPG design. Understanding tools and toys allows us to understand the strengths and weaknesses of many games. I will be assuming that we are talking about games in which the player has