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Lazy Designer – Changing Designer Data
Overview This post is a bit of an addendum for an earlier post (Data and Resource Generation) which talked about ways to organize the data needs for a game. Role-playing games are data intensive. In my career I’ve worked at two different extremes, in regards to how game data is organized and edited by designers. Both have their benefits and their disadvantages. Everything is Unique In this scenario if the designer needs to place a creature, for example, they would create the creature from scratch or reuse one from a library. Benefits Full Control. This scenario allows for maximum customization, the full particulars of each creature can be tweaked until…