Monday I posted a working model for this game. Using this model, we’ll be able to begin playtesting once
we have the necessary components in place. The first set of components we’ll
need is the 60 card deck of mercenary cards. I could really use your help in
designing these cards. I’ll explain the format below, and then give a few
examples to get us started.
Thursday, May 24, 2012
Monday, May 21, 2012
[Open Design: Mercenaries #4] Getting a Working Design in Place
So far, in the Open Design
articles, we’ve talked about possibilities for the game’s bidding system for
hiring mercenaries, the battle system for putting those mercenaries to use, and
how your success could be measured by conquering territories. I’ve had some
very good feedback from my co-designers – people have brought up good ideas
that I genuinely would not have thought of on my own – and I’ve really enjoyed
the process so far. Now it is time to collect all of these ideas and mold them
into a working design model. These are a basic set of rules for the game that
we can use for our first playtest.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, May 14, 2012
[Design Journal: Terra Machina] Androids Do Battle in the Distant Future
It is the year 25XX, and the Earth has been abandoned by
humans. Nuclear and biological warfare, coupled with rampant industrial
exploitation and waste, made the planet uninhabitable for humans. As homo
sapiens went into decline, the last leaders of science began developing a race
of artificial humanoids to replace them – a more hardy species that could
survive the rigors of the barren Earth. These mechanical men and women, dubbed the
Progeny, now walk Terra Machina, a land of machines, in place of their ancient
forebears. Will they be doomed to repeat the same joys and tragedies of their
creators?
For a short while, I’ve been developing this new board game
with the working title of Terra Machina, Latin for “Machine Earth” or “Land
of Machines”. Thematically, the
game takes inspiration from the Mega Man Zero video game series.
Mechanically, the game mixes concepts of tabletop miniatures games and card
games.
Thursday, May 10, 2012
Creating an Experience: Why I Design Games
A major subject of this blog
is designing games, so I figured it was time to ask myself the question (and
answer it): Why do I design games?
It is a good question. Boardgamegeek.com
lists over 50,000 published board and card games, and rpggeek.com lists over
3000 published tabletop roleplaying games. With that kind of selection, you would think it
would be easy enough to keep yourself entertained with games by other people,
without having to create any of your own.
Monday, May 7, 2012
[Open Design: Mercenaries #3] Conquering Territory
In the last Open Design article, we talked about the game's battle system - specifically, how complex or abstract it should be. The general consensus seems to be that it should be more on the complex side. Humandisaster brought up the subject of having some kind of system for fighting over territories. So, I've thought up two general designs for how the battle system could incorporate the concept of conquering territory. I'll layout the two designs below and see what anyone thinks of them.
Thursday, May 3, 2012
“Yes” and “No”: A Game Master’s Guide
As a Game Master in a
table-top or pen-and-paper RPG, it is important to know when to say “Yes” and
when to say “No” to your players. As referee, it is your responsibility to
enforce the rules of whatever game you are playing. Sometimes the rules aren’t
very specific on how to resolve a particular scenario. Then, it’s your job to
make a call. As the GM, you are likely going to have the greatest impact on how
much or how little the other players at the table are going to be able to enjoy
the game. So it’s important that you do your best to make the right call as
often as possible.
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