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Messages - rbuxton

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Just noticed I didn't do a very good job of the sign up info
What name/username: rbuxton
What sort of chain you want to be on: SCI FI AND FANTASY.
Ideally later on in the chain

Was the last one really 2018? Sign me up Jubal!

Master of Olympus / Re: Development Diary
« on: March 23, 2020, 09:02:52 PM »
Written as the UK joins many countries in upping its response to the virus

Master of Olympus / Re: Development Diary
« on: March 23, 2020, 09:01:57 PM »
I'm sorry I missed your reply last time Jubal. Even as I wrote those words I knew avoiding playtesting your own game is basically impossible, since you often need yourself to make up the number of players needed. When I do it I try to take a back seat in the discussion after the game. Also, being an actual player makes me worse at explaining the game and observing its effects! My presence changes the way new players interact with it. So I don't think of it as taboo, but find it can compromise the usefulness of the playtest.

Exilian Articles / Re: Characters and Why They Work: Warhammer Fantasy
« on: February 19, 2020, 04:03:57 PM »
Another enjoyable read Jubal, I especially like the sound of Lumpin Croop. The idea of an accessible, out-of-their depth character who provides the audience with a window into an otherwise very complex world is something I've been thinking about recently. My brother recently read some Sherlock Holmes books and noticed that Watson fills this role - right down to being treated very badly by Sherlock.

Master of Olympus / Re: Development Diary
« on: February 18, 2020, 09:50:03 PM »
An analogy for playtesting and some lost Specialists

Master of Olympus / Re: Development Diary
« on: November 24, 2019, 10:18:37 PM »
Finally attended a playtesting-focused convention

Master of Olympus / Re: Development Diary
« on: September 08, 2019, 05:35:31 PM »
Getting philosophical about why I'm into this hobby

Master of Olympus / Re: Artwork and Graphic Design
« on: August 06, 2019, 07:21:16 PM »
I feel it's time I shared the cosplay I've been experimenting with as part of my projects.

Master of Olympus / Re: Development Diary
« on: August 06, 2019, 07:14:09 PM »

Exilian Articles / Re: The Pararelational Paradox
« on: June 14, 2019, 10:18:43 PM »
Thanks, Jubal, for putting a name to a concept I've been thinking about recently (I'd be interested to know where you got the word: googling it does not give me much).  I accidentally found myself behaving in some of the ways you describe when I discovered that many of the creators in my field, myself included, had defaulted to their personal Facebook accounts for networking. Keeping in touch with people now often involves a friend request: something they may not feel comfortable with. Interacting on a Facebook forum comes at the cost of revealing your personal profile picture to several thousand people. I'm no longer sure where my own boundaries lie between friend, professional contact and potential customer.

Fortunately, my day job prevents me getting sucked into social media maelstroms. Making this sort of relationship-building a healthy and controlled part of your lifestyle is, I suppose, a part of being a creative person in the 21st century.

Master of Olympus / Re: Development Diary
« on: June 02, 2019, 08:22:47 PM »
Thinking about it, proof for me of the combat system comes from the humble Pawn. It captures in a different way to how it moves, meaning there is an independent rule governing its combat.

Master of Olympus / Re: Development Diary
« on: May 26, 2019, 05:55:22 PM »
I too started thinking about Chess after writing that reply. I'm not sure if Chess has a combat system either. Depends on your definition.

Master of Olympus / Re: Development Diary
« on: May 22, 2019, 09:30:06 PM »
The combat system: if your gnome is in the same space as an enemy gnome, you can play an attack action as one of your action cards. Provided the attacker's combat strength is higher, the defender's piece is removed, otherwise the attack action cannot be performed (perhaps the fact that there are no "unsuccessful" attacks is strengthens the "not a real combat system" hypothesis). Apart from a few boring (and usually known to all parties) bonuses, combat strength is very simple: it's the number of played action cards in front of each player. That might be zero, at the start of a player's loop, or ten, towards the end. Unlike in Olympus, in Gnome, players have some control over when their loop starts and ends.

The question of "value" is an interesting one. I haven't worked it out in Gnome yet - the fact that upgraded actions are not better useful than basic actions surprised me. You mention branching: one of my priorities with the action loops is to create something with all the advantages I've described but without causing players to have only one sensible course of action. The mechanics punish players for backing out of one course of action and committing to another after the loop has started. Sometimes, however, the best start to a loop is  one which, though weak, will lead to two possible branches later on. This would lead to a flexible strategy which can respond to opponent's choices.

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