Game Design Brain Dump: March 6, 2026

Hey, hey, Geekly Gang! Kyra Kyle here with another brain dump. Today’s post will be about board game design, but these brain dumps have a nasty habit of crossing over from writing to game design and back again. I may have found my stride. We’re averaging a brain dump (alternating between game design and writing) every other week. That feels good, so the next writing brain dump should occur on March 20, 2026. Yay! But let’s go to a macro look at game design. That’s right. We’re zooming out and potentially talking about the creative process as a whole.

I read another game designer’s (Ann Journey’s) game diary. She likened her design technique to her writing process, and it rang true. There’s a lot of crossover between game design and writing as both are creative endeavors. She would brainstorm, create an outline, and build her board game based on the outline. This resembles the Plotter approach to writing. Plotters are at one extreme end of the writing spectrum.

Yes. Like most things in life, writing can be depicted as a spectrum. In fact, the opposite extreme ends of the writing spectrum tend to get as hotly debated as political factions. When I say Plotters are at one end of the writing spectrum, we’re talking Ultra Conservative or Wacky Liberal levels of extreme. Plotters like JK Rowling insist that writing without an outline would be like taking a trip without a map. You’ll get lost. That makes sense. Pantsers are at the other end of the spectrum. They never use outlines. Stephen King may be the most famous Pantser. King wrote in On Writing, “Outlines are the last resource of bad fiction writers.” King suggests outlines limit inspiration and the joy of creativity. This also makes sense.

And like most things (like gender identity and sexual orientation), I fall somewhere in the middle. Pantsing and Plotting aren’t the only ways to write or design games. They’re the ones that get all the attention.

I’m somewhere in the purple. I like purple. Yay! We discussed how Plotting works within board game design. Ann Journey uses this method to great effect in Cretaceous Rails. Brainstorm, create an outline, and build a game based on the outline. Euro Games may insist on this method of board game design. Euros lend themselves to following a well-crafted outline and often feature distinct beginnings, middles, and ends.

But you could Pants your way to a good game. In the past, Molly Johnson, Robert Melvin, and Shawn Stankewich shared that they threw various ideas at the wall while designing Point Salad. If it’s cool, it rules, and if it rules, it makes it into the rulebook. That sounds akin to Pantsing. The Point Salad series of games (which also includes Point City and Point Galaxy) tends to be adaptable and demands that players remain flexible. This could be a feature of this method of board game design. I’m just throwing something against the wall here.

Then we get to two alternatives to Pantsing and Plotting: Lighthousing and Blotting. Are these two methods in the purple, or is there a Y-axis to this spectrum that I don’t see? I’m unsure, but I do know that Lighthousing and Blotting are two major alternatives to Pantsing and Plotting. There may be others.

While writing, whenever I Lighthouse, I usually know where my story begins (the opening scene), and I know a Lighthouse scene for the future, a poignant scene I know will make the final story, but I don’t know how to get there yet. This Lighthouse scene informs my decisions, but it also gives me leeway to explore. Early into Mysterium’s development, Oleksandr Nevskiy and Oleg Sidorenko knew how the game would begin and the game’s final turn. Most–if not all–of Mysterium’s design choices were in service of the game flowing from its beginning to that final turn. Lighthousing may be the method you’ll want to use if you have planned an epic final turn or series of turns.

Finally, we get to Blotting. I picture myself with a blank canvas whenever I Blot while writing. In my hand, I have a sopping wet paintbrush, like Bob Ross and his wet-on-wet painting method. I slap a scene on the blank canvas, and it causes a blot. Then I add another and another, and after I’m finished, I have to make sense of the mess by molding these Blots into a cohesive whole. While designing Marvel United, Eric Lang suggested that he knew his theme (Marvel Comics, obviously) and a handful of the game’s mechanisms. He just needed to take those elements and sculpt them into a cohesive gaming experience. Sounds like Blotting to me. Blotting can lead to fun and exciting fusions of disparate elements.

Word of caution for Blotting (and for designing games in general): One can add too many elements to a game. Typically, the fewer gaming elements, the better. The old adage “Less is More” is key.

I’ve used all of these methods for game design and writing. There are some I prefer and others I don’t. I wouldn’t say one method for a creative endeavor always trumps another. Your goal is to find which method works best for you and for your project.

And just because you Pants or Lighthouse your way to a story or game, doesn’t mean you can’t use a reverse outline. Have I talked about reverse outlines? Yes, in a previous writing brain dump. I’ll leave that link right here.

Remember, Stephen King subscribes to Pantsing. He has suggested that one’s reader won’t be surprised if you’re not surprised as the writer. Pantsing induces moments of surprise in King whenever he writes. But King is also known for horror fiction. The element of surprise is important for horror stories. There may be a reason Stephen King chooses the Pantsing method.

If you’ve made it through my rambling, you’re awesome. We all know it. Thank you for reading, and wherever you are, I hope you’re having a great day.

Leave a comment