Grand Tour: The Big Three Design Questions
Originally posted at Master Mines.
So I finally got around to answering the Big Three design questions! These are three core questions that Jared Sorensen, John Wick and Luke Crane came up with to help a designer focus his/her efforts.
Next step, first draft.
- What is your game about?
Grand Tour is a game about travel: getting a group together, planning a tour, taking the trip and reminiscing about it afterwards.
- How is your game about that?
Grand Tour includes phases representing the stages of a trip as described above. Character generation results in the Travelers, who then cooperate to create a Tour, who then engage in shared narrative to describe the events of the trip itself. During this phase, players can narrate, add facts or throw in complications, seeking to rack up Memorability while avoiding Burnout and/or arguments that could make it a trip to forget.
- What behaviors will your game reward?
Grand Tour rewards a shared narrative experience where different players all combine to tell one story by awarding Memorability points to a scene based on the initial narration, and any added facts and/or complications thrown in. Players are encouraged to work together towards the creation of a memorable trip, which always include some good and not-so-good times, and penalizes players who try to hog the spotlight, or set out to create a narration where everything goes wrong, by awarding Burnout points.
I’m not entirely convinced with what I wrote, but it does give me a clearer vision of what I want to achieve. Have at it.