This is another case of me
throwing out some random thoughts on game design. Again, this time my thoughts
are focused on rules mechanics in RPGs. Specifically, I’m thinking about hit
points and weapon damage. Basically, my thought was this: What if your hit
points actually told you how many times you could get hit?
Thursday, August 30, 2012
Monday, August 27, 2012
GenCon 2012: Afterward
August 16-19 was the weekend of GenCon, the biggest non-video gaming convention in the nation. I wasn't able to be there, but I followed a lot of the news and new releases online through bloggers, podcasts, etc. The day before the convention I posted about what I was looking forward to. Now that I've had time to digest a lot of videos and blog posts on the GenCon, I'd like to share what I was excited to see and hear about.
Thursday, August 23, 2012
[Building Character: Gamma World] Tajoezoa
Over the last couple of weeks
I’ve been posting these Building Character articles for the Gamma World roleplaying game. Today I’m posting my third and final article in the series.
Creating player characters for Gamma World is very different from most
RPGs, because a lot of the character traits are generated randomly. Therefore,
these articles focus on how I took the randomly generated traits and tried to
imagine a cohesive interpretation of what sort of character this might be. The
game’s publisher, Wizards of the Coast, has a very handy online tool for
quickly generating the random elements of a character. You can see it here. I
used that to generate this characters’ traits.
Labels:
Building Character,
character creation,
Gamma World,
RPG
Monday, August 20, 2012
Growing Out, Not Up
OK, so this article is
basically me thinking out loud (or, out written, or whatever). From time
to time my brain begins mauling over some random idea for a rules mechanic in a
game. I don’t have a specific game I want to use this mechanic in, I just look
at how a lot of games do something, and I start thinking about how I might do
it differently if I were designing a game. These ideas may end up in some
future game if I really like them. For that reason, I’m very interested in
getting other people’s feedback on these. This isn’t just an opportunity for me
to ramble or rant about the latest rules idea that wandered through my head;
it’s also a chance to get feedback from you and to further refine the idea.
Friday, August 17, 2012
[Building Character: Gamma World] Voxva
This is my second in a short
series of Building Character articles based on the Gamma Worldroleplaying game. You can read the first one here. Creating player characters for Gamma World is very
different from most RPGs, because a lot of the character traits are generated
randomly. Therefore, these articles focus on how I took the randomly generated
traits and tried to imagine a cohesive interpretation of what sort of character
this might be. The game’s publisher, Wizards of the Coast, has a very handy
online tool for quickly generating the random elements of a character. You can
see it here. I used that to generate this characters' traits.
Wednesday, August 15, 2012
GenCon 2012: What I’m Looking Forward To
I wish I could say I was
looking forward to going. Alas, it’s not in the cards for me this year. (Maybe
I rolled a critical miss!) Truth is, I’ve never been to GenCon, the nation’s
biggest non-video gaming convention held each year in Indianapolis, Indiana. But, each year there are certain things I look
forward to about GenCon, even though I won’t be there. The convention starts
tomorrow and continues through the weekend. Here are some things I’m looking
forward to about it.
Monday, August 13, 2012
[Design Journal: Mega Man TCG - Classic Set 5] Perfect Dark
Recently, I had the privilege of taking the lead in
designing the newest set of cards for the Mega Man Trading Card Game.
The set is called Classic Set 5, and it is based on the fifth game in the
classic Mega Man video game series. I’m now posting some Design Journal
articles that will discuss some of my process in creating these new cards for
the game, and offer previews of some of the new cards. This is the fourth of
those articles. In the first article I talked about building synergies among
minions. In the second article I talked about expanding the “Marked” and “Trap”
mechanics. The third article previewed one of the most iconic bosses from the
game. In this final preview of Classic Set 5 we’ll be looking at one
more character card that is both new to this set, and breaks a long standing
precedent.
Thursday, August 9, 2012
[Building Character: Gamma World] Icahbog
Last week I posted a DesignReview for the Gamma World roleplaying game. Today I’m posting my first
in a short series of Building Character articles based on the game. Creating
player characters for Gamma World is very different from most RPGs,
because a lot of the character traits are generated randomly. Therefore, these
articles are going to focus on how I took the randomly generated traits and
tried to imagine a cohesive interpretation of what sort of character this might
be. The game’s publisher, Wizards of the Coast, has a very handy online tool
for quickly generating the random elements of a character. You can see it here.
I used that to generate this character's traits.
Monday, August 6, 2012
[Design Journal: Mega Man TCG - Classic Set 5] A Sudden Reversal
Recently, I had the privilege of taking the lead in
designing the newest set of cards for the Mega Man Trading Card Game.
The set is called Classic Set 5, and it is based on the fifth game in
the classic Mega Man video game series. I’m now posting some Design
Journal articles that will discuss some of my process in creating these new
cards for the game, and offer previews of some of the new cards. This is the third
of those articles. In the first article I talked about building synergies among
minions. In the second article I talked about expanding the “Marked” and “Trap”
mechanics. Today we’ll look at one of the new character cards, and how I
developed the character’s theme and mechanics.
Thursday, August 2, 2012
[Design Review] Gamma World
This is a science-fantasy
roleplaying game. An experiment in atomic science went wrong, causing many
alternate universes to condense into a single reality. The game pits mutant
heroes with advanced technology against renegade robots, feral mutants, alien
menaces, and other dangerous threats. It is an action-adventure game, but it is
meant to be played with a sense of humor. Rules-wise, it is a stripped down
version of the 4th edition of Dungeons & Dragons. It features a lot
of simplifications though, and is intended for shorter campaigns.
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