I feel badly for the little decisions in game design, the ones that edge a game from OK to good, or from good to great. Usually they don’t warrant a blog post or designer diary entry in and of themselves, but they have a significant impact on the final product. There needs to be a format where we can bring these small-but-important design choices to light.
Below is my attempt at creating that format: an annotated version of Thief in the Night’s rules. It includes some behind-the-scenes discussion of how the game came to be and thoughts on why specific rules are the way they are. Here’s hoping you find it enjoyable and informative.