A critical synergy between public buildings and residential buildings is lacking in City-Building Games. Clearly, something must be done!
Category Archives: Narrative Design
NAR – a card game
This is technically a piece of game design, not narrative design. NAR is a card game requiring no more than a regular pack of cards and a cunning mind.
The Road to Gondolin – Prologue
A draft version of The Road to Gondolin‘s prologue. This is the first instalment of three games which will relate the story of Tuor as shown in Tolkien’s Silmarillion.
The Fall of Gondolin
There are many stories in J.R.R. Tolkien’s Silmarillion that carry the seeds of greatness, and some of them might benefit equally from the video game treatment, but none more so than the story of Tuor and his son, Eärendil.
Three Hands in the Fountain
In “Three Hands in the Fountain” (a title which I freely admit to stealing from one of my all-time favorite detective writers, Lindsey Davis) someone has been cutting up bodies and dumping them in Rome’s network of aquaducts and public fountains. You might want to get on that.
This is a compilation of two kinds of events that can occur during a game of “Stellaris”. It showcases the kind of language used in science fiction: tech-light and tech-heavy. Tech-heavy language uses more technological terminology and scientific explanations with hints of robotic directness, while tech-light language uses rational reasoning without the technobabble.
This short and lighthearted story showcases a variety of characters and their speech patterns. It started out as a template for Twine (the harlowe story format) that got a little out of hand. Once inspiration hit, however, I couldn’t rightly refuse to flesh it out.
I have put together a tiny random event for insane characters in “Crusader Kings II”. If you know your history, I need not say more. If you don’t, this should be fun.
Shadows Under Elms
This quest is set in the world of “Dungeons & Dragons: The Forgotten Realms”. The adventure can last anywhere between 5 to 45 minutes, depending on the choices you make. It is designed to be integrated in larger narratives and as such contains various “exit points” where a player might be able to wander off and come back later to finish the quest.