Skip to main content

Mechanic Monday: Futzing with nanDECK

Hello hello hello, it’s time for another TTR- wait, what day is it? It’s Monday? Not Tuesday? But that would make this… dear God… a Mechanic Monday? In this economy?

In truth, I don’t have a fun new game mechanic I wanted to noodle out today (a few in the hopper though, I should get on those)(holy shit my last Mechanic Monday was like 14 months ago), as I’ve spent the last few hours tinkering about and learning nanDECK, and my brain’s a bit fried but I wanted to get my thoughts together.

First off, it’s a cool tool.  Free, runs on my work computer, or off a USB drive, some great tutorials (shout out to Ryan Langewisch of Ludo Lodge), and boyyyyy does templating cut down on the repetitive work.  I’ve been using Fantasy GM Squared as my test, as I want to completely change layouts/formats from the one that’s in my existing prototypes, and this seems the perfect chance to try out some new ones without having to painstakingly redo every card.  I spent the day taking the old table that held all the card data in the middle of a Google Doc, put it into a spreadsheet (after defining the columns a bit better to suit my planned layout[s] in nanDECK) and poking around the basic unit and display settings, and then this evening I actually went downloaded the CSV and tried linking it and getting it to display various objects that corresponded to my columns.  Some mixed results! Lost a LOT of time because I didn’t cotton on to that crucial little “key length” field in Icons.  But still, promising - I just need to reconsider how I display all my little icons, and honestly, what the priority of information is.  And I should get at least a few standin images to go where art will eventually go, just so I can actually properly visualize the proportions of the icons to the illustrations to the text etc etc.

GOOD LORD note to self remember to do a find and replace all to change all the numerals-icons to multiples of the same icon.

All in all, I like it a lot.  It’ll take some getting used to (and even then, it’s not without some quirks that I don’t think will ever quite gel for me) but it’s about time I graduated out of… um… Microsoft Word and Paint as my main design tools.  For the automation, if nothing else.

I’ll leave you with some possible card layouts, then go cool off and get some rest.  Take it easy and have a good week!





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...