Wednesday, April 16, 2014

Ship to Ship Combat - Desinging A Mechanic _ Part 3

Friday we talked about the goal of a Ship to Ship combat system and settled on fast, narrative, and engaging all the players. Tuesday we broke that down into the different areas of the ship, what players could do there, and a bit about the Command position. Today I want to pull it all together with the flow of the system and how it works. This is the part that would likely require the most tweaking for any individual game, so please feel free to poke holes, ask questions, and offer your own suggestions.

Tuesday, April 15, 2014

Ship to Ship Combat - Designing A Mechanic - Part 2

On Friday I began talking about desinging a Ship to Ship combat system. I laid out a basic idea for the core mechanic, areas of responsibility, and how a round could work. Today I want to flesh out some of those areas a bit more, and then take tomorrow to talk about a way it could all flow together. It is important to note that this is mostly still just a rough first pass at this mechanic, and will need testing and feedback to go through and work. Also remember the goals is for narrative focus and speed more than mechanical crunch.

Monday, April 14, 2014

Whoops! Post Tomorrow

Sorry folks, I done goofed hard. This post will be up Tomorrow, and then we return to our normal schedule on Wednesday. Sorry again.

Friday, April 11, 2014

Ship to Ship Combat - Designing A Mechanic - Part I

I know, I know, I said today I'd talk more about Social Contracts but this has taken my fancy instead and it is something that, while still very much in development, I wanted to share and see if people had input or ideas for what might work. The idea is to have a primarily narrative focused, quick and fun system to handle capital ship combat whether it be in space or at sea. More after the break.

Wednesday, April 9, 2014

In Game Social Contracts

On Monday we talked about some basic social contracts that are present for games and, well, general social interaction. Today I want to talk about some of the ones more specific to games. These ones are going to be a bit odd for some I imagine as they are ones that not everyone always follows. Still, they are things to keep in mind as violating them can cause a lot of frustration.

Monday, April 7, 2014

Social Contracts

I'm going to take today, and maybe Wednesday, and step back from the game we play itself to the events around the game. Some people get this implicitly, but others don't. See, when you join a group for a regularly scheduled game you are actually entering into a social contract. There is certain behavior that is expected, and that it is assumed you are agreeing to abide by by your presence in the game.

Friday, April 4, 2014

A Little More On The End

On Wednesday we talked about endings. Specifically I stated my belief that it is better to aim for a sufficient ending than a great ending, and I talked about what it takes to have a sufficient ending. Today I want to narrow the focus a little bit more on the table top gameplay aspect of things and touch on some things you definitely want to include before your game comes to an end, even if it only happens in the end.