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Matrix Forby
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Sigh, I need to get better at writing rule books. I understand my rules but I am finding it hard to use my own rule book to explain the game. I also tend to forget things, they are in my head when it is played but not during the explaining.

I have one game done, proto-type is done. Placer Art and some of it is crude, like taking 1 inch rounds of foamcore and using a marker to draw a 1, 5, or 10 on it for money. Their are some errors on the game for playtesting but nothing insurmountable. It looks good and can be corrected BUT my rule books. Maybe adding in images in it would help. My problem is that I am not a good 2d artist and design layouts are not what I would like for best impace. Sigh. My mind also thinks that complacated things are simple...well simple to me since I cam up with it.

Does anybody have a handy website or article on how to write a good rulebook?

So, I have a bit of a conundrum.

I am working on a path game sort of like Tsuro, except using Hex tiles. The problem is that the tiles are smaller and when you have 2 paths going in and out of a tile it makes it over 1000 tiles needed for each to be unique. If only one path is going in and out, rotationally, there is only 5 that are unique.

My concept is that the player's are Dragon Hatchlings leaving the nest for exploration and for food. But beware, there are predictors out there. It is also bad to get too far from the nest (going off the board is death like in regular Tsuro). All the players that are playing Dragon Hatchlings start at the Nest in the center. The Players may also play Predators which start off the board at the edges. This will allow 12 potential players: 6 Dragons, 6 Predators . If not enough players are available the Predators can be played by the players, likewise if a Dragon is eaten then the player may play the Predators after that to keep in the game.

Now Dragon Hatchlings are a fighting bunch so if they come into contact with each other there will be a fight.

The concept was to use hex tiles and keep it simple like Tsuro, Place a tile and Move or in the case of the Predator: Move and Place a Tile.

This makes it a graphic intensive game and easy and simple to learn. BUT as I mentioned there is the problem of paths.

One suggestion a friend had was to make it a there and back again game, where the hatchlings need to go to the edge and get back, keeping it to one path in one path out, just having lots of duplicates. I am not so sure. I did a mock up trying to have multiple directions but the paths started to look the same.

Currently, the Hatchlings are on the edges like Tsuro and the Predators are on the whole tile, moving one space. I was thinking that the tiles would be double sided with one side being red-ish or a red overlay with an arrow and the path in the background. This way you place a tile and when you move on the next turn as a predator you first move the direction of the tile's arrow, predetermined last round. Any tile a Preditor lands on that a hatchling is on, the hatchling is eaten. A Predator cannot be on the same tile as another and will continue in the direction that they were going to bypass the predator and move 2 spaces.

Each turn the player draws 3 tiles from a bag and plays one, returns the rest. Pass the bag as move end. Alternate Preditor/Hatchling turns at set up.

What do you think? How can I solve my path problem?
I am not sure what to do. 1 path, 2 paths or make it 1 path in and out always but a possibility of 2 paths out or 3 or 4 or 5 based on the tile. The tiles are essentially tunnel's and caverns.

This is meant to be a light game with an intuitive way of playing and very little explanation needed just like Tsuro.

O W

I just got done printing a bunch of stuff for my game that I am making called Die Coder. It is a computer infiltration game where the players create programs and send them out to their opponent's System to take it out while defending their own system. The Programs are tokens that represent die types. When you attack with the token each player rolls the die type and highest roll wins, roll off on ties. You can win the game by shutting down your opponents through damage or by capturing their programs for blackmailing them. It will take a few days to put it together. I am no artist so I found some general art online to use as placement art to playtest it. I need to get the game put together and playtest the 3rd re-write of the rules. I have my rules document in a Word Doc. I hope my next playtest goes well.

So, Watching some Animie. I got to wondering if anyone has made a Naussica: Valley of the Winds game, with Savage Worlds.

The World to me is a bit compelling. Sea of Decay (English version used Toxic Jungle) has tons of oversized insects and a few others. There appear to be 3 human groups and possibility for more. Large Airplanes, small gliders (jet powered), Gunships, tanks and a pervasive setting.

I think I found one Savage Naussica but it was in French and I do not speak it. So, Has anyone done this? If so, Info please? I am thinking on running a game in this colorful and interesting world.

So, I have been working on a board game for a while. Mostly lurking here. I intend to market this game eventually through KickStarter. Not sure when. I need to playtest it something awful. Now, I did it with a technological mindset but someone suggested to me that Fantasy setting would be better, so working on a bit of a reskin on it.

I have the first set of rules done and some bare bones (no art) of game pieces made up for a 4 player game. I am wondering if I should finish the reskin and put in some placer art or continue to try to get playtesters on it to test out the rules. What do you all think?

It is a computer infiltration game where the main mechanic is to "roll off" against your opponent to shut down their system or put them in blackmail status. Here is a working elevator pitch:

Die Coder: A game where the players are hackers that try to either blackmail or take out their opponent's system using Polyhedral dice to battle opponent's programs. Each piece is a program representing a die level, creation of defenses and advantages are used with the same pieces.

Ok, people.  Just thougth I would strike up a different kind of discussion: What is your favorite game mechanic and from what game?  What game mechanic do you think you would have the most fun with?  And what game mechanic made you think, "Wish I had thought of that first."?

Just wanted to see.  It is also a great way to be introduced to new stuff that is old for other people.

Ok, people.  Just thougth I would strike up a different kind of discussion: What is your favorite game mechanic and from what system?  What game mechanic do you think you would have the most fun with?  And what game mechanic made you think, "Wish I had thought of that first."?

Just wanted to see.  It is also a great way to be introduced to new stuff that is old for other people.

sometimes I can't wait for the technology to share memories and feelings as if you WERE in someone else's shoes and THEM.   Then, I think that how horrible it would be to get used to having that ability, the adjustment period.  Even though it would could end racism and other horrible things.
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Is there someone good at video editing out there.  I would like to make up a movie illustration on how the game works.  I would like to go through the movie Raider's of the Lost Ark and have it play a bit of a scene, stop for some text (GM and Player text) and then continue with the different results: 10+, 7-9, and 6 or less.  I mean the opening scene alone is a great one.  Indie Jumps across a pit, get's a 7-9 and manages to catch the vines, gets a 6 and the vine gets longer, ect.  I want to make this illustrative video based on a movie to illustrate the system for those that don't understand the mechanics.  That a 10+ is a success always but in succeeding you may not get what you want, in getting a 7-9 you are not failing but succeeding with a cost or with "Drama", and a 6 or less isn't always a "Failure" but a chance for hard drama.  Can anyone help with this project?

I also think that with the 16 hp Dragon stuff, the dramatic scene in the second Hobbit Movie (Desolation of Smaug) is another great example that can be DW-ized with text and stops.

Success!  I finally got through, at least a little, to a friend on how the system should work.   A very tactical gamer and a game designer that is used to having minis, maps, and other toys finally understands DW a little bit better.
This is after 2 gaming sessions, The first one was a bit of a flop.  Because of a few issues.  With no Initiative and no clear order, and 6 players, things got a bit messy as I was following the action..Players didn't know if they should just jump in and go or wait.  Mostly for fear of jumping on someone's roleplaying.  Also, their is that word, "failure" and in the actual rules on the 7-9: the GM offer's a worse situation.  While failure doesn't mean the same thing it is hard to get someone past it, especially if they are used to designing games that are not of a narrative sort.  He understood it, at least a little with Feng Shui 2 and Prowlers's and Paragons (P&P, a superhero narrative game) but with little to no structure, there were some obstacles.

First, I invented an initiative system of sorts.  I call it the Spotlight system.  I first printed out a card for each player.  On one side there is Spotlight, on the back "Sharing Spotlight".  The idea is that everyone needs to have some equal chance in the spotlight.  So I started them all with "Spotlight" Side up.  When I ask, "What do you do?" I have them flip it over.  If a player helps another out with an assist, Aid, or Defend, something similar that is just helping, I had them tilt the card on the side.  If they tilted on Spotlight side they could assist one other time or have their own "Spotlight Moment", once on the "Sharing spotlight" side they could tilt it once, then they are too busy and need for everyone else time in the spotlight.  When everyone is on "Sharing Spotlight"  we flip the card back over and I pick someone according to the narrative to "go" and ask, "What do you do?" outlining the situation.

Sounds complicated but it is simple.  It worked out great while keeping everyone involved and making it so that I don't forget someone and pass them over in the action.  With a big group of 6 it was necessary to have some sort of order.

So, I did  a flashback and had them attack some Frozen North Orcs and Ice Wolves, with an Ice Shaman that summoned an Ice Elemental after a bit.  They  did fine.  I showed the game designer that a 6 or less isn't the "failure" that he thought and that as a GM I had options rather than to damage them to death.  Story options.  On a 7-9 it is even a success but with a cost.  When he was aiding someone in a battle with Stone Golem, he rolled a 7-9 and I asked him what happened, he said that he got hit as he was defending and failed and took 10 points of damage.  So, I believe that I showed him how it worked.

He told me later that he was considering giving up and quitting but because of this session he isn't going to and that he "hates the system less, now.  And that was accomplishing a lot."  I also tried to point out to him that most of the fun things that happened were not because he succeeded all the time but because of the 6 or less or 7-9 results.

So, win on my end.  I look forward to our next game, but it will be in October.  Sigh.
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