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 ...

TTRPG Tuesday: The Secret Calendar

Welcome back to TTRPG Tuesday! Have I done any this year? Looks like no! On pace to be a pretty low-posting year I guess. Today I actually have a full-fledged one pager TTRPG to share.  I was listening to a Ludology with Camilla Zamboni as the guest and was inspired by her collection Roll for Learning.  The Secret Calendar came to me pretty much fully formed as I walked and listened to the episode, though I do want to acquire RfL to get layout inspo. Anyhow, the first draft can be found HERE .  I think this could be a fun activity for students (was also thinking of Wolfenoot) and maybe I’ll publish it or submit it at some point. Okay I’m out of practice so that's it buh bye!

Building My First Deck in Tabletop Simulator

Well well, a new week.  How original.  I had an idea for a possible Mechanic Monday but it turned out to just be Stratego.  C’est la vie! (Although maybe it could still work if the forces weren’t all set in stone, and player’s had a limited number of reserve forces that they could secretly commit prior to each combat, and also instead of larger forces wiping out smaller ones, they would deal the difference in force sizes as damage) (Also note to self: Each player starts with a different hidden amount of VP/Currency that they have to pay (plus interest) at game’s end, as a way to truly hide who’s in the lead.) Anyway it’s Wednesday, so there’s no time for any of THAT stuff.  Today, I’m going to kvetch informatively about Tabletop Simulator. So, TTS is, near as I can tell, an incredibly powerful and useful tool.  It’s also absolute ass to parse, as someone coming to it cold.  The official guides are largely unhelpful for the designers whose experience is limi...