Skip to main content

Futures and the Distributions Thereof

Ooh, two blog posts in the same year? What is this, uh (checks blog history) 2014?
Anyway, Oases continues to occupy a chunk of my mind.  It's entered into the 2p PnP contest on BGG, and the rules are in a much better place, thanks to some lovely and useful feedback.  In general though, while people are intrigued by some of the mechanical innovations, the design as a whole doesn't particularly inflame the imagination.  I'll have to test the ways in which the Action Wheel ramps up the stakes and the pace, but the design might be stalling out somewhat as being too sandbox-y for me to get to the playtest table.  I'll bring it to Bonus Round (an excellent new board game cafe that just opened here on the Chicago North Side) for the Designer's Night but it may just end up getting discussed, rather than actually played to the end of a game.
But the other prototype I'm bringing to the Designer Night is Runtime Error, a Legacy/Campaign style cyberpop deckbuilder.
I think I'll be able to garner a little more interest with that one.
The primary novelties of the design:
- Cards can be added to a player's tableau so they don't take up space in the deck or hand, and give their benefit every turn.  Allows for better control over the engine-building aspect, and eliminates the need for any deck-thinning suits/mechanics.
- Each Episode of the Campaign has a different market setup, based not on the traditional market row or grid-of-piles, but rather mahjong-style overlapping arrays.
- The players play through the Episode three times, and their Legacy score for the episode is the middle score of the three.  Individual rankings after each play affect how many of the newly acquired cards can be kept.
- A separate minigame that takes place between Episodes to cap out each episode and allow for tuning of the player's entire Campaign cardpool / abilities.
I'm calling the aesthetic cyberpop as a reflection of the future we've found ourselves in, and heading towards.  The players aren't subversive or idealistic: The world of the game, like the world I increasingly see around me, is one where the Corps won.  The only runs against them are from equally soulless corporate rivals.  Runtime Error isn't about revolutions - it's just another gig economy.
Anyway, we'll see how it goes.

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: 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 app...