Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - indiekid

Pages: 1 ... 3 4 [5] 6 7 ... 9
61
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.

62
Master of Olympus / Re: Development Diary
« on: February 18, 2020, 09:50:03 PM »
An analogy for playtesting and some lost Specialists https://masterofolympus.wordpress.com/2020/02/18/diary-34-into-the-woods/

63
Master of Olympus / Re: Development Diary
« on: November 24, 2019, 10:18:37 PM »
Finally attended a playtesting-focused convention https://masterofolympus.wordpress.com/2019/11/24/diary-33-protospiel/

64
Master of Olympus / Re: Development Diary
« on: September 08, 2019, 05:35:31 PM »
Getting philosophical about why I'm into this hobby https://masterofolympus.wordpress.com/2019/09/08/diary-32-voices/

65
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.



66
Master of Olympus / Re: Development Diary
« on: August 06, 2019, 07:14:09 PM »

67
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.

69
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.

70
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.

71
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.

72
Master of Olympus / Re: Development Diary
« on: May 18, 2019, 11:01:54 AM »
I accidentally discovered an analysis-paralysis solution https://masterofolympus.wordpress.com/2019/05/18/diary-28-action-loop/

73
Exilian Articles / Re: The Betrayal of the Card
« on: May 06, 2019, 04:13:56 PM »
I know people who swear by this event, but I've never been myself https://www.profounddecisions.co.uk/empire;jsessionid=3lvi1oxie57x2v8jqjj8qr5g?0

74
Exilian Articles / Re: The Betrayal of the Card
« on: May 04, 2019, 10:50:27 PM »
Hi both, I haven't quite managed to follow but this RPG your mentioning has reminded me someone who had, with a co-DM, run an entire roleplaying session for about 30 people in one room simultaneously. Somehow he managed to let the players be self sufficient, and he was mostly just referee. So maybe DMing on grand scale is not too much work if you plan it out right?

(Jubal - this was David from our old group)

75
Exilian Articles / Re: The Betrayal of the Card
« on: April 30, 2019, 09:17:15 PM »
Jubal - Each of my decks is a different era in history - ancient, medieval etc - so that was the justification for splitting them up. I wondered if this would result in a sudden change in gameplay each time a new era was reached, but in fact the evolution of gameplay remained fluid. Catan is an interesting example, I think you're right the only purpose cards serve, besides practicality, is the ease with which they can be fanned out for a randomised theft. Another plus!

Clockwork - thanks for sharing the video, I really like the idea of new cards evolving out of gameplay. Great way to get the audience involved in the lore. I don't know L5R so I have to say I was picturing MTG for most of it, but I think I got the idea. Bringing out personality through mechanics as well as flavour text is really interesting. I've also been wondering about creating a Legacy game, in which each play through builds on the one before it mechanically and narratively (if that's a word), and using actual playtesting events to influence the plot. For example, if playtesters favoured a certain faction at one point in the design process, there could be a scenario in which that faction is dominant.

Pages: 1 ... 3 4 [5] 6 7 ... 9