Tuesday, October 30, 2007

Agile Dungeon Mastering

I think this metaphor works. I try to do most of these points.
  • “Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage.” A roleplaying game can often take a turn in a direction you didn’t expect. Be ready to adapt to this - don’t plan too much or set those plans in stone.
  • “Business people and developers must work together daily throughout the project.” Take your players’ input into the game. Often, your players can come up with fantastic and inventive ideas that even work better than what you had in mind. Let them know that their choices matter.
  • “Working software is the primary measure of progress.” While some DMs enjoy writing lengthy histories and campaign worlds histories, these are irrelevant to your game unless the gameplay itself is handled well. Remember that you’re running a roleplaying game, not writing a novel.
  • “Continuous attention to technical excellence and good design enhances agility.” Don’t just jump on the first solution you find. Always consider alternative options and decide on the best way forward before you commit to an idea.
  • “At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.” Talk to your players! Remember that it’s the players’ game as much as it is the DM’s. Encourage discussion, not just one-way feedback; hold regular sessions during which players can confer on how best to take the game forward.

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