Reducing Cognitive Load through RPG Design
An exploration of what generates cognitive load in tabletop RPG design and what can be done to mitigate it. Introduces a model of Setup-Barrier-Info to analyze how play actually works at the table so that you can write descriptions that are easier for the GM to manage. Timestamps: 00:00 Three Types of Cognitive Load 03:35 The Decision Tree Structure 07:42 Cognitive Limits - The Rule of 7 Check out my entire design playlist here: • Game Design by Funster Join my Patreon here: / chubbyfunster I used two Dolmenwood products as examples in this video: You can buy Winter's Daughter here: https://www.drivethrurpg.com/en/produ... You can buy the Ruined Abbey here: https://www.drivethrurpg.com/en/produ...

▶︎
Adventure Design 101

▶︎
The TRUTH about running Matt Colville's RPG

▶︎
The Ox That's Breaking Your Fantasy Map

▶︎
Designing TTRPG Wound Systems | Design Discussions

▶︎
Cognitive Load: The Real Reason Your Campaigns Stall

▶︎
Your Fantasy Politics Need This Middle Layer

▶︎
Stop Over-Prepping: The Minimum Viable Setting

▶︎
5 Unconventional Tips for TTRPG Development!

▶︎
Weapons that succeeded for the wrong reasons

▶︎
Dungeon Design 101

▶︎
Cognitive Load in Tabletop RPG Design

▶︎
The Journey is the Destination: Overland Movement in TTRPGs

▶︎
Jaquaysing Dungeons and why it matters

▶︎
Bystander Effect: The Psychology Behind Passive Players and the Design & GMing That Fixes It

▶︎
The Dungeon Design Method That Changes Everything

▶︎
The 5 Room Dungeon is a Story Structure

▶︎
Frodo actually failed — and that's the point of the entire story

▶︎
Designing with Pattern Language Makes Better Cities, Dungeons, and Adventures

▶︎
Making Mundane Equipment Matter in D&D

▶︎
