I create quite a few prototypes of card games and board games of my own design. I am often making custom cards for these prototypes. Here is a simple rundown of how you can create custom cards for your own game prototypes, easily and economically.
Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts
Tuesday, February 2, 2016
How to Create Custom Cards for Your Game Prototype
I create quite a few prototypes of card games and board games of my own design. I am often making custom cards for these prototypes. Here is a simple rundown of how you can create custom cards for your own game prototypes, easily and economically.Thursday, May 23, 2013
[Design Journal: Heroes of Legend RPG] Tribes: Vyrden
Here is another Design Journal entry for Heroes of Legend, a fantasy RPG I’m currently developing. At this point in developing the game I’m focusing on creating the various tribes that populate the setting. In the last four posts on this topic I’ve discussed four different terith tribes – essentially different variations on humans. Today, I’m breaking away from that to tell you about the vyrden tribe.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Monday, May 20, 2013
[Design Journal: Heroes of Legend RPG] Tribes: Juseido Terith
Here is another Design Journal entry for Heroes of Legend, a fantasy RPG I’m currently developing. At this point in developing the game I’m focusing on creating the various tribes that populate the setting. In a previous post I explained what the terith are, and I’ve talked specifically about the hylan, sharadda and kaldari terith tribes. Today I’ll be sharing some information on another terith tribe.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Thursday, April 25, 2013
[Design Journal: Heroes of Legend RPG] Tribes: Kaldari Terith
Here is another Design Journal entry for Heroes of Legend, a fantasy RPG I’m currently developing. At this point in developing the game I’m focusing on creating the various tribes that populate the setting. Last week I explained what the terith are, and I’ve talked specifically about the hylan and sharadda terith tribes. Today I’ll be sharing some information on another terith tribe.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Monday, April 22, 2013
[Design Journal: Heroes of Legend RPG] Tribes: Sharadda Terith
This is yet another Design Journal entry for Heroes of Legend, a fantasy RPG I’m currently developing. At this point in developing the game I’m focusing on creating the various tribes that populate the setting. In my last article I explained what the terith are, and I talked specifically about the hylan terith tribe. Today I’ll be sharing some information on another terith tribe.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Thursday, April 18, 2013
[Design Journal: Heroes of Legend RPG] Tribes: Hylan Terith
This is my tenth Design Journal entry for Heroes of Legend, and I’ve shared quite a few ideas about the game so far. Over the next few DJ entries I’ll be sharing some specifics of the setting’s tribes, my stand in concept for what are called “species” or “races” in other settings. What makes tribes different in HoL may be some genetics, but the most important differences are often cultural. Today I’ll be talking about the hylan terith tribe.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Monday, April 15, 2013
[Design Journal: Heroes of Legend RPG] Tribes of Legend
In the last few Design Journal entries for Heroes of Legend I’ve focused on some more mechanical aspects of the game. Now I would like to talk about developing some more of the setting for a little while. First, I’m going to focus on tribes.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Friday, April 12, 2013
[Design Journal: Heroes of Legend RPG] How High Can You Roll?
In a previous Design Journal entry for Heroes of Legend I talked about a character’s nine core attributes and the basics of how you’ll make an attribute check. Last time, I talked about different actions you’ll take with those core attributes and how many dice you’ll roll depending on the type of action. Now, I’m going to figure out what kind of numbers you should be aiming to get on these rolls.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Monday, April 8, 2013
[Design Journal: Heroes of Legend RPG] 1 Action Point = 1 Die
In my last Design Journal entry for Heroes of Legend I talked about a character’s nine core attributes and the basics of how you’ll make an attribute check. Now I’m going to go into a little more detail about different types of actions and how attribute checks are made. But first, I want to explain a very important design principle regarding the use of action points and rolling dice.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Thursday, April 4, 2013
[Design Journal: Heroes of Legend RPG] Attributes and Skills
This is another Design Journal entry for Heroes of Legend, a fantasy roleplaying game I’m currently developing. In the last couple of articles I talked about combat. I’m switching gears here and discussing some more general types of actions.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Monday, April 1, 2013
[Design Journal: Heroes of Legend RPG] Attacking with Weapons
In my last Design Journal entry for Heroes of Legend I talked about mechanics for combat. I’m going to continue on that train of thought here.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Thursday, March 28, 2013
[Design Journal: Heroes of Legend RPG] Combat Grid and Action Points
In my previous Design Journal entries for Heroes of Legend I’ve mostly focused on the setting. Now I’m going to share a few thoughts about the way combat will work. Combat is typically one of the most detailed aspects of a tabletop RPG, a trait that extends from the genre’s roots in tabletop war games. As a fantasy adventure game, Heroes of Legend will put a fair amount of emphasis on combat as well.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Tuesday, March 26, 2013
[Design Journal: Heroes of Legend RPG] Science-Fiction and Fantasy
Here are some more random thoughts about the setting of my new game project, a tabletop roleplaying game I’m calling Heroes of Legend for the time being. So far I’ve described this game as having a “fantasy” setting, but I wanted to mention some of my thoughts on fantasy and science-fiction and how that relates to this game.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Sunday, February 24, 2013
[Design Journal: Heroes of Legend RPG] Dieties, Golden and Otherwise
Here are some more random thoughts about the setting of my
new game project, a tabletop roleplaying game I’m calling Heroes of Legend
for the time being. I mentioned before that I want this fantasy setting to have
an interesting mythology that matters. What I mean by that is: the world’s
creation story has an impact on the current state of the world in the setting,
and it ties into explanations of other fantasy elements of the setting.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Saturday, February 23, 2013
[Design Journal: Heroes of Legend RPG] Initial Thoughts
Hey everyone! I know it has been a while since I posted
anything substantial here. For some time I’ve been kicking around an idea for a
tabletop roleplaying game, and I’ve decided I’m finally going to do some design
work on it. What’s more, I’ve decided that I’m going to do most, if not all, of
this design work in public here on my blog. What I mean by that is: all or most
of the work that I do on this game will be posted here in Design Journal entries.
What you see is what I’ve done. This won’t be another Open Design project, but
I will be interested in any thoughts you have on the game as I design it, and
your ideas may influence the direction in which I develop this game.
Labels:
Design Journal,
game design,
Heroes of Legend,
RPG
Thursday, August 30, 2012
Taking a Hit
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?
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.
Thursday, July 19, 2012
[Open Design: Mercenaries #9] Our Progress So Far
It’s been three months today since
we started our Open Design project here with the card game Mercenaries. I
thought this would be a good time to review what we’ve done so far and consider
where we should go from here.
Labels:
card game,
game design,
Mercenaries,
Open Design
Wednesday, June 27, 2012
[Open Design: Mercenaries #8] Tags on Mercenary and Territory Cards
I’m breaking my usual Monday
and Thursday posting schedule again to bring you three articles this week. I’m
posting this article a day early, and another Building Character post will be going
up Friday.
This is another quick update
on our Open Design project. You can read all of our previous project articles
here. An important factor to the intractability of cards in Mercenaries
is something called Tags. Tags don’t do anything on their own, but they can be
referred to by rules on other cards, and allow cards to be grouped into a
variety of categories.
Humandisaster suggested that
we should have a set list of Tags that can be used. This list should also give
general guidelines as to what sort of concepts each individual Tag covers. I’m
going to present here all of the Tags that we’ve used so far.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, June 18, 2012
[Open Design: Mercenaries #7] Mercenary Cards Round-Up
This is simply a quick
round-up of the mercenary cards we've created so far for the game Mercenaries,
our Open Design project. We have close to a third of the mercenary cards that
we need to get the game to its first playtest. Thanks so much to everyone who
has already participated, and I look forward to seeing this project continue to
progress. Look over the cards listed below, and feel free to leave any ideas
you have for mercenaries in the comments to this post.
Because this is kind of a
quick article that didn't take a lot of work to put together, I'll be breaking
my usual Monday and Thursday posting schedule to bring you three new articles
this week. Check back on Wednesday for a new Design Review, and look for
another Building Character post on Friday.
Labels:
card game,
game design,
Mercenaries,
Open Design
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