
What is this game about? How is the game about that? Why is that fun?
In the early/mid 20-teens, there was a lot of talk in the indie RPG sphere about the “Big Three Questions”. You can’t design a coherent game if you can’t answer the Big Three; your back cover pitch had better answer the Big Three; and other claims to that effect. Someone expanded the idea to 19 questions that, if you could answer them, would practically write your game for you.
Another version of the Big Three was: What is this game about? What do the characters do? What do the players do? (What does the GAME do?) (And how is that fun?)
I don’t see these iconic questions coming up anymore in the game design hobby discourse. But I thought I’d take a stab at answering some of them for the game I’m writing now. Working title: Project Sabretooth.
The game mechanics are worked out and written down enough that I should be playtesting now. I’ve run a couple of limited playtests on sub-systems; and both would have been more successful if I’d given a better pitch of the game concept at the start. To create a scenario, it helps to know what a game is about. So, on the eve of a full-game playtest, I’m struggling with how to convey the game’s concept in — let’s say — 60 seconds or less. And I thought answering the Big Three might help me with that.
What is this game about?
Fast-paced cinematic adventures in a mythic bronze age.





