Skip to main content

The Birch Crown

Ahahahaha.  My last post was more than eleven months ago.  In that post, I made fun of the gap betwixt posts.  Some things never change.
Cowl & Mask has reached a point that I'm happy with but somewhat confounded by.  I think it's different and innovative (I shall shy away from the grailterm "original") but I haven't had much success in convincing people that it's actually fun, and I'm not sure where (if anywhere) to go with it next.  In the meantime, I've kept up a moleskine notebook of almost exclusively game design ideas, and I've chipped away at various projects.
The one I'm feeling best about at the moment, however, is The Birch Crown.  I was playing Cards Against Humanity last year (after a Stanley Cup playoffs game, I believe - and I think the Lightning won that one) for the first time in a long while, and one guy was just running away with the game, and I got to thinking about how to use the core A2A/CAH mechanic for a game.  Add in a dash of inspiration from Tides of Time (a new favourite) and Chronicle (an absolute classic), and I had a tableau-builder with suited powers.  Theme and suit construction drew from The Draugr (supremely excited that it'll be BGG's next microgame) and the Decktet (such a rich toy).
So yeah... a complicated little family history there.  But I think it's at least interesting, and while I have a creeping suspicion that it might be too mathy of a point salad, and prone to AP as a result, I think if I pare away more and more of the conditional/situational cards and promote ease of play, I could have a half-way decent little Gamer's Party Game here.
At the very least, I've printed it, cut it, gotten it to the table, and revised it once already.  I've made my own iconography, I think the first pass at the rules is decent, and at least one person likes it.  It should hopefully be low-art enough that if I can get a bit better graphic design in there, this could be a game I could produce on DTC.
We'll see!

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 ...

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!

TTRPG Tuesday: I'm A Hack, Is What I Am

Hey welcome back to TTRPG Tuesday! Tuesday technically ended 51 minutes ago as I begin to write this, but who gives a shit.  It’s been a while and I feel like I need to get a post out. Today, let’s look at hacks - I’ve written settings, adventures, classes, monsters, and modules for other systems before, but I’ve never done a hack; it’s one of those things where I’d have no issue with someone doing it with something I wrote (game design-wise; playwriting-wise I’d be a bit stroppy) however! I have been advised that it’s a good starting point for folks who have never built a system from scratch, so maybe it’s a worthwhile exercise to embark upon.  So what system would I want to hack? Well, this is just first principles basic concept stuff, but since Aaron Lim’s the one who suggested I look at a hack, I’m going to take one of his systems: SPEEDMECH. MASKS & BELTS Implementing the tactical turn-based combat of SPEEDMECH, Masks & Belts is a game of Driver moves and form-cha...