Tag: game design

  • On External Triggers

    A core tenet of the ecological approach states that fencing is mostly defined by a constant interaction loop between the two fencers: the decisions I make are based on my opponent’s behaviour, and these will in turn influence their next action. This obvious claim should not be news to most HEMA fencers (or at least,…

  • 6 Bad Games – Lessons From The Rondo

    The following are the results of a game design challenge to design games which have the biggest discrepency between their apparent usefulness and their actual ability to teach sills. Sean FranklinGame List: 6 Games for a Complete FencerExplanation (and introduction to the challenge): 6 Bad Games – Lessons From The Rondo Tea KewGame List: 6…

  • Breaking the feedback loop to make bad games

    The following are the results of a game design challenge to design games which have the biggest discrepency between their apparent usefulness and their actual ability to teach sills. Sean FranklinGame List: 6 Games for a Complete FencerExplanation (and introduction to the challenge): 6 Bad Games – Lessons From The Rondo Tea KewGame List: 6…

  • 6 Games to Teach Meyer-style Fencing

    The following are the results of a game design challenge to design games which have the biggest discrepency between their apparent usefulness and their actual ability to teach sills. Sean FranklinGame List: 6 Games for a Complete FencerExplanation (and introduction to the challenge): 6 Bad Games – Lessons From The Rondo Tea KewGame List: 6…

  • 6 Games to Clean Up Your Fencing

    The following are the results of a game design challenge to design games which have the biggest discrepency between their apparent usefulness and their actual ability to teach sills. Sean FranklinGame List: 6 Games for a Complete FencerExplanation (and introduction to the challenge): 6 Bad Games – Lessons From The Rondo Tea KewGame List: 6…

  • Game Design Process: The RPS Method

    Game Design Process: The RPS Method

    Designing a good training game is not easy or straightforward. But having a method to help guide the process makes it easier.

  • Where is “Defend the Wall”?

    Defend The Wall, Definition: The defender is standing in a fixed location and cannot move or attack – their only action is to parry the attacker. The attacker, as the name suggests, feeds attacks to the defender. There is no defined end, it goes based on the time or number of attacks specified by the…

  • Failure to Withdraw – A Game Design Puzzle

    Since Summer of 2021, my club Bucks has been using an in-house ruleset that I call “Weighted Right-of-Way” (WRoW), in which all clean hits are worth 2, and a double hit with priority is worth 1. Before I get into it, what is “right-of-way” anyway? Basically it’s a method of resolving double hits (both fencers…

  • CLA Adventures with the Zornhaw

    Over the last week or so, we have been going over the zornhaw at my club, and I wanted to go through some of the process of trying to find a game that encourages people to do it without explicitly telling them to do it. By that I mean I’m trying to avoid things like…

  • Longsword Takedowns: The Good, the Bad, and the Ugly

    To say that takedowns are a contentious topic in HEMA would be an understatement. For some takedowns make the game too dangerous, for others you are watering down and ruining the sport if you don’t include them, and everything in between. In this article, I’m not going to dig deeply into that debate, or proffer…