The Relationship-crawl: Part 3, Drafting a generator
In my previous post , I finally gave shape to what a "socialcrawl" could even look like. The last step I can take to convey a vision for this concept is to literally visualize it, and I think the most interesting and useful way to do that is to end where I secretly began with this tirade and show you a rough Dice Drop Generator. Design vs. Generation The one interruption I'll allow myself this time before delivering the goods is to muse for a moment on the tradeoffs between designing a bespoke experience, and generating one: Designing something guarantees that all the elements of the finished product will work in concert towards a desired gameplay experience, but requires much more time, and some skill. For some this is "work", and the gains are only marginal anyways. Generating something saves you a lot of time leaning on the creativity of someone else, but, by virtue of the randomness involved, gives no guarantee that the finished product will make sense a...