games design

[Labyrinths & Lycanthropes] Even better than the red box hack.

JoE PrincE's picture

'Cos how much fun is a menstruating journalist anyway?

I got my latest version online, 95% done I'd say. Featuring the beautiful artwork of Mr Gregor Hutton. Still waiting for Treur's piece...

So guys, what's missing?
Does it make sense?
Is it too long?

Also if anyone fancies drawing some random beasties - I could always use a few more!

L&L v6

Thanks to everyone who's helped with the project upto now, especially Gregor and Rich.

[Ordinary Angels] Pacing and the Plan

Andrew Kenrick's picture

(I cross-posted this to my lj too a few weeks back, for those that are following it there)

I've only really discussed the core mechanics and premise of Ordinary Angels so far (mostly in the comments, here and here), but this weekend I've been working on one of the major aspects of the game - the pacing mechanics and the Plan.

[Lost Gods]Back to an old friend

Matt's picture

At Dragonmeet I met Jerry Grayson (from Khepera Publishing), who's a very enthusiastic guy who'd once emailed me about Lost gods - one of my free games - saying he liked it. During our chat he mentioned that I should think about doing something more with it.

This of course got me thinking.

I wrote Lost Gods in 2001 (a late version of it can be found on the Realms eZine). It's a game about fading deities and the small miracles they craft to sustain themselves. Think Gaiman-esque fiction.

[Ordinary Angels] Help me put these pieces together

Andrew Kenrick's picture

Ok, so Six Bullets seems to be on hold at the moment whilst I wrap my head round some of the issues with structure and narration. So Ordinary Angels has swaggered forwards to fill the gap. I know what I want the game to do, and I have a check list of rules that I want in it, but I'm having trouble piecing all the pieces together.

[One Giant Leap] First ramblings

Andrew Kenrick's picture

Over at Story Games I posted about some of my more recent works in progress, one of which is One Giant Leap. I expanded upon it a bit at Iain's request:

One Giant Leap is a game about space exploration, a pseudo-hard sci-fi game about astronauts travelling out into the solar system to visit other planets and finding weird stuff there. It's directly inspired by the likes of 2001: a space odyssey, Solaris and Sunshine, three sources of inspiration that immediately put paid to my hard sci-fi label. It's all realistic-ish science until they meet the weird shit, k?

Can you have too many examples?

Andrew Kenrick's picture

Over here Geoff made the comment "can you have too many examples." I'm sure he meant for the remark to be rhetorical, but I'm actually curious about whether it's true. So, can you have too many examples in a game?

Although I think the more the merrier, my gut reaction tells me that there must be some sort of tipping point, a critical mass where the game gets way too bogged down in trying to give examples for everything to the point where they just end up obscuring the rules.

I've been having a major rewrite/restructure of Six Bullets this weekend, and have tried to give an example or two for every rules point, and every application of a rule.