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Phases in Game Play
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I'm looking for some thoughts on using phases as part of game play. The examples I can think of using it in the best way would be Blades in the Dark or Mouse Guard (I'm considering the seasons in that game as a type of phase). I'm curious about ways in which phases can be used to break up the beat-by-beat style of play that games tend to work with.

For context, I am looking to revise one of the systems I've designed to use a subsystem of this kind, and I'm trying to wrap my head around the design intention, why players/designers like it, and ways that other games have used it.

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1 year ago