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thanks for the link seanyboy, this is great. from my not-terribly-deep RPG experience it seems as if they're adapting some of the more addictive elements of roleplaying games - perhaps its the 'random' element that can make stuff like D&D so compelling.
my guy and I have recently become chess addicts, and since we've both dabbled in RPGs it'd be a cinch to add a twist to the 2D standard.
This is a nifty blog, and that entry shows an incredibly sophisticated approach to game analysis. It's something I've given a little thought to, having designed a couple of educational simulation games (real-time, not computer-based). Isolating game elements that change power structures or introduce randomness gets you into some very flexible territory.
My family and I have long enjoyed our discussions about a better, harder version of Clue, in which the mansion has three floors, and more characters (like a Catholic priest) and additional information categories (such as motives) are added. It would depend far more on logical deduction and less on elimination.
I've played a version of Scrabble with friends which we called 'jungle rules'. Basically, you could put down phrases or made-up words, and then you had to justify them. THe two I remember passing muster were "Hairswept" (defense: like "windswept," only by long hair) and "Vikingden" (where Vikings retreat when not pillaging anything). This version was highly silly and subjective and I wouldn't really be able to codify any rules - it was just a relaxation of the standard Scrabble rigidity, more focused on getting rid of tiles in any way marginally feasible.