Skip to main content

Last Minute Spaghetti

It’s late on a Sunday and I’ve gotten nothing together but it’s important to me that I still get something out.  It’s been a packed time, but that’s not much of an excuse.  So, here’s just some random fucken game design thoughts.  Board appetit.

HADES as cardboard: So I’ve been playing the sexy gay Greek Myth game, and it’s a joy.  It also has some very tabltetop-y elements.  I love the multiple overlapping currencies, and the Boon system is a fantastic multi-use card opportunity, with cardback by Deity.  The next-room selection situation feels like cards as well, and the roguelike enemy generation.  What the game gives you, really, could be expressed almost entirely via tabletop, with legacy elements for the big picture.  The question is, how to tackle the action-rpg gameplay: what is the player input? My impulse is not to go the Gloomhaven route, but rather to abstract it into something more Pixel Tactics, or even more abstract: something like what I did with One Final Mech.

Jade City as cardboard: So Fonda Lee - the author of Jade City, the book I just finished - tweeted this week about how she’s okay with other-medium adaptations of her work.  So! Here’s what I might do as a tabletop game for Jade City:

- Area Control game of Janloon as divided into neighborhoods and territories.  Parallel warfare, physical and economic, with duels and takeovers

- The above but less Euro and more abstract.  Warriors as stacks of green Jade and white Prowess chips, winning both from wins, but Jade can be redistributed to shore up weaknesses.

- A fighting game like Exceed or something, representing Duels but highlighting the dofferent Jade disciplines and the various strengths and weaknesses therein for each character.

Right it’s late and also I’m typing it up on my phone, so that’s enough for this week.  Sorry! Bye til next time!


Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for Alice, left for Cat) and thro

TTRPG Tuesday: Beliefs as Roles

  Hello from high above the Rockies, as I make my way back to Chicago from Big Bad Con 2023.     This was my first con in five years, and only my second ever.     I had a better time at it than I did at GenCon, which I understand derives largely from this being an industry con vs a consumer show.     I made a modest number of purchases but it was easy to stick to the constraints of my limited luggage space, which was fine; shopping and new releases were not the attraction here.     Gaming, panels, and (as I soon learned) networking were. This con was certainly less overwhelming and I think my expectations were clearer and my FOMO much lighter, but I’ll readily admit that I had a lot to learn.    I misunderstood or made mistakes regarding almost every event I signed up for, including happy accidents like sitting in on the wrong panel only to learn a ton, or expecting a mending workshop to be about fixing one’s writing when the application was rather more literal, which was a fascinat

TTRPG Tuesday: Minimum Viable Product for WWDW?

Hello and welcome back to TTRPG Tuesday! I’ve put together a barebones introductory document for We Won, Didn’t We? and, well, I think it speaks for itself.  Check it out HERE ! This introduces the skeleton of the game, as well as walking through the steps; I’d say next up is a rudimentary character sheet, and maybe I can bring this to a Playtest Zero session and see what folks think of character creation within one of the starting Bulbs.  I’ve opened the doc up for comments, so if you have thoughts dear reader, fire away.  Brain fried, go read the doc, til next time!