Star Crossed, the two-player RPG of forbidden love, was built in an intuitive way, embracing the uncertain and the unexpected. Many of the core design elements - the tower, the Lead/Follow structure, and the scene cards, to name a few - make sense only as a whole, long after they've been conceived and assembled. Why does this matter when the game is about relationships and intimacy? Is it time to set the framework of "design" aside in your own game-making?
Un-Designing Star Crossed
Alex Roberts
Sali 103, – (45 min)
Maximum attendance: 4