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Jonathan Tweet

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57-591: Jonathan Tweet (born 1965) is an American game designer who has been involved in the development of the role-playing games Ars Magica , Everway , Over the Edge , Talislanta , the third edition of Dungeons & Dragons and 13th Age , and the collectible miniatures game Dreamblade . In 2015 Tweet released Grandmother Fish , a full-color, full-sized book about evolution aimed at preschoolers. In 2018 Tweet released Clades and Clades Prehistoric , two card games for children and adults which demonstrate

114-531: A Magic: The Gathering set designed to help new players learn the game. Tweet was lead designer on the third edition of Dungeons & Dragons . Tweet, Monte Cook , and Skip Williams all contributed to the 3rd edition Player's Handbook , Dungeon Master's Guide , and Monster Manual , and then each designer wrote one of the books based on those contributions. Tweet oversaw the Chainmail Miniatures Game design team, and Skaff Elias

171-471: A contribution to Domesday Book #7. Gygax lost the name of the contributor, and thus the rules were published anonymously. The core of these rules became the Appendix B chart mapping various weapon types to armor levels, and providing the needed to-hit rolls for a melee round. The man-to-man melee uses two six-sided dice ( 2d6 ) to determine whether a kill is made. A set of jousting rules, which derive from

228-595: A democratizing effect on board game production, with services like Kickstarter providing designers with essential startup capital and tools like 3D printers facilitating the production of game pieces and board game prototypes. A modern adaptation of figure games are miniature wargames like Warhammer 40,000 . Card games can be designed as gambling games, such as Poker , or simply for fun, such as Go Fish . As cards are typically shuffled and revealed gradually during play, most card games involve randomness, either initially or during play, and hidden information, such as

285-616: A designer or been the result of a contemporary design process . After the rise of commercial game publishing in the late 19th century, many games that had formerly evolved via folk processes became commercial properties, often with custom scoring pads or preprepared material. For example, the similar public domain games Generala , Yacht , and Yatzy led to the commercial game Yahtzee in the mid-1950s. Today, many commercial games, such as Taboo , Balderdash , Pictionary , or Time's Up! , are descended from traditional parlour games . Adapting traditional games to become commercial properties

342-654: A dragon, was drawn by Don Lowry, based heavily on an illustration by Pauline Baynes for J. R. R. Tolkien's Farmer Giles of Ham (1949). First edition Chainmail saw print in March 1971. It quickly became Guidon Games' biggest hit, selling one hundred copies per month. Guidon Games published Chainmail second edition in 1972. TSR eventually bought the rights to some of the back catalog of Guidon Games. Starting in 1975, they published Chainmail as their own product. It went through eight different printings from 1975 to 1985. A set of mass-combat rules, heavily indebted to

399-437: A game from a designer. For larger games, such as collectible card games , designers and developers work in teams with separate roles. A game artist creates visual art for games. Game artists are often vital to role-playing games and collectible card games . Many graphic elements of games are created by the designer when producing a prototype of the game, revised by the developer based on testing, and then further refined by

456-553: A game he created called "Al Amarja" for a group in Rock Island, Illinois , and wrote about the game in articles published in Alarums and Excursions ; when John Nephew read these articles he wanted to publish the game, and the result was Over the Edge (1992), the first original game from Atlas Games. His design on Over the Edge notably involved free-form rules and a subjective approach. Lisa Stevens recommended to Wizards of

513-439: A game. During design, a game concept is fleshed out. Mechanisms are specified in terms of components (boards, cards, tokens, etc.) and rules. The play sequence and possible player actions are defined, as well as how the game starts, ends, and win conditions (if any). A game prototype is a draft version of a game used for testing. Uses of prototyping include exploring new game design possibilities and technologies. Play testing

570-415: A role-playing game is produced, additional design elements are often devised by the players themselves. In many instances, for example, character creation is left to the players. Early role-playing game theories developed on indie role-playing game design forums in the early 2000s. Game design is a topic of study in the academic field of game studies. Game studies is a discipline that deals with

627-583: A series of rules called "Wargaming with Miniatures". The first game published was a further expansion of the medieval rules, published as Chainmail . Guidon Games released the first edition of Chainmail in 1971 as its first miniature wargame and one of its three debut products. Along with the previous medieval rules, Chainmail included a 14-page "fantasy supplement" including figures such as heroes , superheroes, and wizards . The fantasy supplement also included mythical creatures such as elves , orcs , and dragons . The fantasy supplement also referenced

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684-414: A variety of different gameplay postures (e.g. card hands ). Player entertainment value is also enhanced by providing gamblers with familiar gaming elements (e.g. dice and cards) in new casino games. To maximise success for the gambling house, casino games are designed to be easy for croupiers to operate and for pit managers to oversee. The two most fundamental rules of casino game design are that

741-400: Is a medieval miniature wargame created by Gary Gygax and Jeff Perren . Gygax developed the core medieval system of the game by expanding on rules authored by his fellow Lake Geneva Tactical Studies Association (LGTSA) member Jeff Perren, a hobby-shop owner with whom he had become friendly. Guidon Games released the first edition of Chainmail in 1971. In 1967, Henry Bodenstedt created

798-595: Is a current research topic in metadesign . By learning through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments. Key ways that young children learn include playing, being with other people, being active, exploring and new experiences, talking to themselves, communicating with others, meeting physical and mental challenges, being shown how to do new things, practicing and repeating skills, and having fun. Play develops children's content knowledge and provides children

855-584: Is a major part of game development. During testing, players play the prototype and provide feedback on its gameplay, the usability of its components, the clarity of its goals and rules, ease of learning, and entertainment value. During testing, various balance issues may be identified, requiring changes to the game's design. The developer then revises the design, components, presentation, and rules before testing it again. Later testing may take place with focus groups to test consumer reactions before publication. Many games have ancient origins and were not designed in

912-460: Is a person who invents a game's concept, central mechanisms, rules, and themes. Game designers may work alone or in teams. A game developer is a person who fleshes out the details of a game's design, oversees its testing, and revises the game in response to player feedback. Often game designers also do development work on the same project. However, some publishers commission extensive development of games to suit their target audience after licensing

969-839: Is an example of game design. Similarly, many sports, such as soccer and baseball , are the result of folk processes, while others were designed, such as basketball , invented in 1891 by James Naismith . The first games in a new medium are frequently adaptations of older games. Later games often exploit the distinctive properties of a new medium. Adapting older games and creating original games for new media are both examples of game design. Technological advances have provided new media for games throughout history. For example, accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize wargaming . Cheap bookbinding (printed labels wrapped around cardboard) led to mass-produced board games with custom boards. Inexpensive (hollow) lead figurine casting contributed to

1026-477: Is attacking light foot, the attacker is allowed to roll four dice per figure, with each five or six denoting a kill. On the other hand, when light foot is attacking heavy horse, the attacker is allowed only one die per four figures, with a six denoting a kill. Additional rules govern missile and artillery fire, movement and terrain, charging, fatigue, morale, and the taking of prisoners. A set of man-to-man combat rules (for 1:1 figure scale), ultimately deriving from

1083-424: Is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game . Game design processes apply to board games , card games , dice games , casino games , role-playing games , sports , war games , or simulation games. In Elements of Game Design , game designer Robert Zubek defines game design by breaking it down into three elements: In academic research , game design falls within

1140-480: The Devil meant that early American game designers eschewed their use in board games entirely. Even traditional games that did use dice, like Monopoly (based on the 1906 The Landlord's Game ), were rooted in educational efforts to explain political concepts to the masses. By the 1930s and 1940s, board game design began to emphasize amusement over education, and characters from comic strips, radio programmes, and (in

1197-564: The 1950s) television shows began to be featured in board game adaptations. Recent developments in modern board game design can be traced to the 1980s in Germany, and have led to the increased popularity of " German-style board games " (also known as "Eurogames" or "designer games"). The design emphasis of these board games is to give players meaningful choices. This is manifested by eliminating elements like randomness and luck to be replaced by skill, strategy, and resource competition, by removing

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1254-412: The Appendix E chart showing the die rolls needed for various fantastic types to defeat one another in battle. The first edition Chainmail fantasy supplement added such concepts as elementals , magic swords , and several spells including " Fireball " and "Lightning Bolt". Borrowing a concept from Tony Bath, some figure types may make saving throws to resist spell effects; a stronger wizard can cancel

1311-679: The Castle & Crusade Society jousting rules published in Domesday Book #6, and reprinted in Domesday Book #13. These rules were originally designed for postal play; members of the C&;CS could participate in jousting tourneys in order to raise their standing in the Society. Dungeons & Dragons refers to jousting matches utilizing the Chainmail rules. The core of these rules is

1368-708: The Coast to have Tweet work freelance to revise the Talislanta rules for Wizards to publish, and also write the first new adventure for their version of the game; Tweet also wrote a revised version of the Talislanta Guidebook (1992), and the adventure The Scent of the Beast (1992). Tweet wrote the adventure Apocalypse (1993) for the Role Aids line by Mayfair Games . Nephew and Tweet also designed On

1425-494: The Edge (1994), a collectible card game based on Over the Edge . Tweet joined Wizards of the Coast as a full-time employee in June 1994, and brought about new product lines for the company beginning with Ars Magica , which Tweet recommended Wizards to acquire. Tweet designed Everway , which was first published by Wizards of the Coast in 1995. After Wizards of the Coast moved away from role-playing games, Tweet worked on Portal ,

1482-439: The June 1978 issue of The Dragon , Gary Gygax wrote that for the first two years of Dungeons & Dragons , players played primarily without the use of any miniature figures. If visual aids were needed, then the players would draw pictures, or use dice or tokens as placeholders. By 1976, there was a movement among players to add the use of miniatures to represent individual player characters . In 1976, Swords & Spells

1539-521: The World's Greatest Fighting Forces . Both Perrin and Gygax " swiped " Coggin's artwork to illustrate their preliminary articles about Chainmail that appeared in Panzerfaust and The Domesday Book . When Don Lowry of Guidon Games agreed to publish Chainmail , Lowry swiped the same Coggins illustration for the cover. For the fantasy supplement, the illustration of a mounted knight charging towards

1596-525: The artist and combined with artwork as a game is prepared for publication or release. A game concept is an idea for a game, briefly describing its core play mechanisms, objectives, themes, and who the players represent. A game concept may be pitched to a game publisher in a similar manner as film ideas are pitched to potential film producers. Alternatively, game publishers holding a game license to intellectual property in other media may solicit game concepts from several designers before picking one to design

1653-423: The board game is produced. The most ancient board games known today are over 5000 years old. They are frequently abstract in character and their design is primarily focused on a core set of simple rules. Of those that are still played today, games like go ( c.  400 BC ), mancala ( c.  700 AD ), and chess ( c.  600 AD ) have gone through many presentational and/or rule variations. In

1710-474: The cards in a player's hand. How players play their cards, revealing information and interacting with previous plays as they do so, is central to card game design. In partnership card games, such as Bridge , rules limiting communication between players on the same team become an important part of the game design. This idea of limited communication has been extended to cooperative card games, such as Hanabi . Dice games differ from card games in that each throw of

1767-521: The case of chess, for example, new variants are developed constantly, to focus on certain aspects of the game, or just for variation's sake. Traditional board games date from the nineteenth and early twentieth century. Whereas ancient board game design was primarily focused on rules alone, traditional board games were often influenced by Victorian mores. Academic (e.g. history and geography) and moral didacticism were important design features for traditional games, and Puritan associations between dice and

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1824-698: The company. His article "Egyptian Magic for Call of Cthulhu " appeared in Different Worlds #47 (Fall 1987), the magazine's final issue. In 1987, Tweet and Rein-Hagen designed the game Ars Magica , a game centered around wizards in the Middle Ages. Tweet left Lion Rampant and briefly left the RPG industry in 1989 to begin a new career. Tweet wrote Festival of the Damned (1991), an adventure published by Atlas Games for Ars Magica . Tweet continued to run

1881-763: The concept of a clade . Native to Rock Island, Illinois , Tweet is the son of Roald Tweet , an Augustana College professor emeritus and local historian, and Margaret Tweet. Jonathan Tweet started playing D&D in the 1970s, when his father gave him his first Dungeons & Dragons game. He then formed his own gaming group by recruiting classmates. Tweet graduated from Rock Island High School class valedictorian in 1983. He majored in psychology and sociology at his parents' alma mater, St. Olaf College in Minnesota. Jonathan Tweet and Mark Rein-Hagen founded Lion Rampant in 1987 while they were attending St. Olaf College . There, they also met Lisa Stevens who later joined

1938-448: The creation of an entirely new casino game, the creation of a variation on an existing casino game, or the creation of a new side bet on an existing casino game. Casino game mathematician, Michael Shackleford has noted that it is much more common for casino game designers today to make successful variations than entirely new casino games. Gambling columnist John Grochowski points to the emergence of community-style slot machines in

1995-458: The critical study of games, game design, players, and their role in society and culture. Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as history and anthropology . As the video game revolution took off in the early 1980s, so did academic interest in games, resulting in a field that draws on diverse methodologies and schools of thought. Social scientific approaches have concerned themselves with

2052-515: The development of miniature wargaming . Cheap custom dice led to poker dice . Flying discs led to Ultimate frisbee . Games can be designed for entertainment, education, exercise or experimental purposes. Additionally, elements and principles of game design can be applied to other interactions, in the form of gamification . Games have historically inspired seminal research in the fields of probability , artificial intelligence , economics, and optimization theory . Applying game design to itself

2109-507: The dice is an independent event , whereas the odds of a given card being drawn are affected by all the previous cards drawn or revealed from a deck. For this reason, dice game design often centers around forming scoring combinations and managing re-rolls, either by limiting their number, as in Yahtzee or by introducing a press-your-luck element, as in Can't Stop . Casino game design can entail

2166-413: The field of game studies (not to be confused with game theory , which studies strategic decision making, primarily in non-game situations). Game design is part of a game's development from concept to final form. Typically, the development process is iterative , with repeated phases of testing and revision. During revision, additional design or re-design may be needed. A game designer (or inventor)

2223-399: The game. Maintaining the players' interest throughout the gameplay experience is the goal of board game design. To achieve this, board game designers emphasize different aspects such as social interaction, strategy, and competition, and target players of differing needs by providing for short versus long-play, and luck versus skill. Beyond this, board game design reflects the culture in which

2280-425: The games must be non-fraudable (including being as nearly as possible immune from advantage gambling ) and that they must mathematically favor the house winning. Shackleford suggests that the optimum casino game design should give the house an edge of smaller than 5%. The design of tabletop role-playing games typically requires the establishment of setting , characters , and gameplay rules or mechanics . After

2337-413: The learning process, sensitive intervention can be provided with adult support when necessary during play-based learning. Different types of games pose specific game design issues. Board game design is the development of rules and presentational aspects of a board game. When a player takes part in a game, it is the player's self-subjection to the rules that create a sense of purpose for the duration of

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2394-828: The medieval wargame Siege of Bodenburg , which was designed for use with 40mm miniatures. Gary Gygax first encountered Siege of Bodenburg at Gen Con I (1968), and played the game during that convention. The rules for Siege of Bodenburg had been published in Strategy & Tactics magazine, and Jeff Perren developed his own medieval rules based on those and shared them with Gary Gygax. The original set of medieval miniatures rules by Jeff Perren were just four pages. Gygax edited and expanded these rules, which were published as "Geneva Medieval Miniatures", in Panzerfaust magazine (April 1970), using 1:20 figure scale. The rules were again revised, and then self-published in

2451-503: The medieval systems of Tony Bath and intended for a 1:20 figure scale. These developed from the Lake Geneva medieval system originally published in Panzerfaust and in Domesday Book #5. In these rules, each figure represents twenty men. Troops are divided into six basic types: light foot, heavy foot, armored foot, light horse, medium horse, and heavy horse. Melee is resolved by rolling six-sided dice: for example, when heavy horse

2508-643: The mid-1990s, for example, as a successful variation on an existing casino game type. Unlike the majority of other games which are designed primarily in the interest of the player, one of the central aims of casino game design is to optimize the house advantage and maximize revenue from gamblers . Successful casino game design works to provide entertainment for the player and revenue for the gambling house. To maximise player entertainment, casino games are designed with simple easy-to-learn rules that emphasize winning (i.e. whose rules enumerate many victory conditions and few loss conditions ), and that provide players with

2565-588: The modern sense, but gradually evolved over time through play. The rules of these games were not codified until early modern times and their features gradually developed and changed through the folk process . For example, sports (see history of sports ), gambling, and board games are known, respectively, to have existed for at least nine thousand, six thousand, and four thousand years. Tabletop games played today whose descent can be traced from ancient times include chess , go , pachisi , mancala , and pick-up sticks . These games are not considered to have had

2622-479: The newsletter of the Castle & Crusade Society , The Domesday Book , as the " LGTSA Miniatures Rules", in issue #5 (July 1970), using 1:10 figure scale. Later issues of The Domesday Book introduce a rule system for man-to-man combat at 1:1 figure scale and a rule system for jousting . Gary Gygax met Don Lowry at Gen Con III (1970), and Gygax later signed with Lowry when he founded Guidon Games to produce

2679-410: The opportunity to develop social skills, competencies, and disposition to learn. Play-based learning is based on a Vygotskian model of scaffolding where the teacher pays attention to specific elements of the play activity and provides encouragement and feedback on children's learning. When children engage in real-life and imaginary activities, play can be challenging in children's thinking. To extend

2736-488: The potential for players to fall irreversibly behind in the early stages of a game, and by reducing the number of rules and possible player options to produce what Alan R. Moon has described as "elegant game design". The concept of elegant game design has been identified by The Boston Globe ' s Leon Neyfakh as related to Mihaly Csikszentmihalyi 's the concept of " flow " from his 1990 book, "Flow: The Psychology of Optimal Experience". Modern technological advances have had

2793-486: The question of, "What do games do to people?" Using tools and methods such as surveys, controlled laboratory experiments, and ethnography, researchers have investigated the impacts that playing games have on people and the role of games in everyday life. Humanities approaches have concerned themselves with the question of, "What meanings are made through games?" Using tools and methods such as interviews, ethnographies, and participant observation, researchers have investigated

2850-561: The spell of a weaker wizard by rolling a seven or higher with two six-sided dice. Creatures were divided between Law and Chaos, drawing on the alignment philosophies of Poul Anderson , as popularized by Michael Moorcock 's Elric series. When fighting mundane units, each of the fantasy creatures is treated as one of the six basic troop types. For example, hobbits are treated as light foot and elves are treated as heavy foot. Heroes are treated as four heavy footmen, and require four simultaneous hits to kill; Super-Heroes are twice as powerful. In

2907-542: The teacher, "I don't believe in Hell." The teacher responded with "I don't either." With the initial foray against dogma a total failure, I called off the whole assault. Speaking my mind would have to wait for college. Tweet and his wife Tracy moved to Seattle, Washington , in 1994. Tracy died from multiple sclerosis in 2008. He continues to live in the Seattle area with his daughter. Game designer Game design

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2964-477: The various roles that games play in people's lives and the meanings players assign to their experiences. From within the game industry, central questions include, "How can we create better games?" and, "What makes a game good?" "Good" can be taken to mean different things, including providing an entertaining experience, being easy to learn and play, being innovative, educating the players, and/or generating novel experiences. Chainmail (game) Chainmail

3021-403: The works of J. R. R. Tolkien , Robert E. Howard , Poul Anderson , and Michael Moorcock . The fantasy supplement encouraged players to refight fixed battles based on fantasy fiction by J. R. R. Tolkien, Robert E. Howard, and other writers. The Chainmail cover art of a fighting crusader was inspired by a Jack Coggins illustration from his book The Fighting Man: An Illustrated History of

3078-694: Was a nominee for the RPG Geek RPG of the Year 2013. In 2015 Tweet published Grandmother Fish , a Kickstarter -funded book described as "the first book to teach evolution to preschoolers". While criticized by creationist organizations, it has been praised by science educators. In 2018 Tweet, along with children's science illustrator Karen Lewis, released two card games, Clades and Clades Prehistoric . These animal matching games are intended to be used as tools to teach about evolution. Clades Solo, an app version that includes both prehistoric and modern animals,

3135-428: Was added as a rules supplement for Dungeons & Dragons , to provide fantasy mass combat rules for the game at 1:10 and 1:1 scale. In the foreword, Tim Kask describes Swords & Spells as the "grandson" of Chainmail . In the introduction to the game, Gary Gygax wrote that the Chainmail fantasy supplement assumed man-to-man combat, and rules for "large-scale" fantasy battles were missing, so Swords & Spells

3192-508: Was released in 2019 The third edition of Over the Edge , with a new setting and new rules, was released June 1, 2019. An atheist since grade school, Tweet has devoted much of his personal website to his views on religion, in particular on the historical Jesus. He also blogs about religion on the Secular Sunday School blog. My plan was to demonstrate hell to be absurd... One Sunday, I screwed up my courage and announced to

3249-520: Was responsible for the main design work and Chris Pramas created the game world. Tweet became the head of the miniatures group, and the Dungeons & Dragons Miniatures Game (2003) was the result of the work by Tweet, Rob Heinsoo , and Skaff Elias. On December 2, 2008, Tweet was laid off from Wizards of the Coast. 13th Age a d20 System RPG, designed by Heinsoo and Tweet was published by Pelgrane Press on August 3, 2013. The pre-release version

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