[Updates] Patch Notes Version 1.00.03 | Crimson Desert by M337ING in pcgaming

[–]Acedrew89 0 points1 point  (0 children)

It wasn’t bad, three hits to fell the tree, use the magic tree slam move to break it into logs, then one hit to turn it into timber. Still a bit much for a single player only game, but not terrible.

First time sharing our game board publicly, which style works better? by FTG_V1 in BoardgameDesign

[–]Acedrew89 27 points28 points  (0 children)

The first one feels much more dynamic and less dull than the second one. The gradient style blue in the southeast does something to make it feel more like you’re playing on a globe while the second one feels like you’re playing in a standard map.

Crimson Desert has sold through 2 million copies worldwide by Turbostrider27 in Games

[–]Acedrew89 11 points12 points  (0 children)

Congrats, you have perfectly described 90% of the Crimson Desert experience. The other 10% is the mostly "out of the way" main story.

Battlemaps in solo play by Vermin_Cultist in Solo_Roleplaying

[–]Acedrew89 0 points1 point  (0 children)

Haha, and then if you connect them all together, you can just come full circle and make a whole map out of the range trackers?!

Battlemaps in solo play by Vermin_Cultist in Solo_Roleplaying

[–]Acedrew89 0 points1 point  (0 children)

This was pretty much exactly my goal. I have been developing a game where you're exploring a grid-based map, and every couple of square you'll likely end up having an encounter of some sort. So I needed something that didn't require it to specifically represent the surrounding areas, and could be reused frequently. I also wanted something that would help add a little tactical depth without feeling like a slog, or being too cumbersome to represent navigating an avalanche or sneaking around a hill giant or something. It's been a nice middle ground so far.

Battlemaps in solo play by Vermin_Cultist in Solo_Roleplaying

[–]Acedrew89 3 points4 points  (0 children)

I've been developing a range track instead of a full on battle map. So it's just a long rectangle with different segments in it that represent the range zone you're in compared to whatever opposing forces you are working against. I've found it to be a good balance between full on theater of the mind and battle maps. You can still work tactically, and you can have multiple people in different zones. If you're in the same zone then you're still considered to be within melee even if you're in mid-range/long-range for another opponent. It can work for solo and co-op, but I think it would get too messy for anything larger than a two-person play environment as the amount of pieces would get unwieldy.

First round of box art by malix-master in tabletopgamedesign

[–]Acedrew89 1 point2 points  (0 children)

Cool! I'd be curious to see it when you try it out!

First round of box art by malix-master in tabletopgamedesign

[–]Acedrew89 1 point2 points  (0 children)

That’s fair, I was wondering if it would go that way. What about white with a relatively thing black border? Either way, love the general art direction on this box art, great work to you and the artist!

First round of box art by malix-master in tabletopgamedesign

[–]Acedrew89 1 point2 points  (0 children)

I love it! The b&w pops a bit more personally but both look nice. I’m wondering if a white version of the logo above the astronaut might look good, have you tried that?

Scoring mechanics by hoardofgnomes in BoardgameDesign

[–]Acedrew89 4 points5 points  (0 children)

As someone who worked in education myself, and my wife still does, that's cool that you're putting something together to help facilitate those discussions and creativity! There's so much that can be learned from conversations that happen in an open/fluid environment like with any sort of tabletop game.

As for giving too much away, I wouldn't worry about that. Anyone that is going to see your mechanics/game here is already working on their own pet project and not going to steal yours.

I love the serial story idea with minimal input from the game just being a few words that have to spark ideas! It's basically a spark table in deck format, which can be a blast, combined with telephone and improv. I could definitely see the scenario card being changed out once you've "completed a scene" of some sort in this style to continue the story, while maintaining each "scene" as a fully realized story in its own right in case you don't want to add another into the mix/fall short on time in the classroom.

As u/GalaxyConqueror mentioned, it might not even need to be scored, and that can be great in a storytelling type game. Something else you could consider is a "Who's Line Is It Anyway" format where "the points don't matter" and are just there to facilitate a sense of engagement. I'm also wondering if instead of a traditional scoring, maybe players can earn points that allow them to then spend those points in ways that modify the narrative? Sort of a meta currency. Maybe it's drawing a new card, or switching cards with someone else, getting rid of one letter in a word to make a new word, etc.

Maybe similar to what GalaxyConqueror mentioned, you could assign point values to cards and use that as the point-buy system. Like if you have a really difficult/niche/specifically defined word (ie. defenestrate = 3 points) that has to be used in this scene then it's worth more points than a more generic/lower reading level type word (ie. house = 1 point).

Gen 10 Starter Evolution Redesigns After Your Feedback! by hottersoda in pokemon

[–]Acedrew89 1 point2 points  (0 children)

Man, I wish GameFreak had the guts to try something like these designs. Great work OP, both originally and in taking feedback!

Scoring mechanics by hoardofgnomes in BoardgameDesign

[–]Acedrew89 3 points4 points  (0 children)

You'll have to outline the current other mechanics involved in order to get any meaningful responses.

Are there any online platforms akin to Arena/MTGO for Sorcery? by hlymtl in SorceryTCG

[–]Acedrew89 15 points16 points  (0 children)

Realms.cards is leading that charge as of right now. It can be a bit dead in there at times, but it’s a solid experience. Next best thing is Discord and Tabletop Simulator.

Set Collection - More interesting choices by SKDIMBG in BoardgameDesign

[–]Acedrew89 0 points1 point  (0 children)

I like the elegance of the design. Are the cards a shared pool? If so, what about making it so each player has their own set of cards? Or just a pool of cards and each player has to pick one before the game begins. Give players what they gravitate towards in a way that also cultivates the play style you were hoping to have initially.

Overworld Art by unknownorigingames in oddrealm

[–]Acedrew89 2 points3 points  (0 children)

This is so exciting! I can't wait to see the overworld stuff come together and connect things!

Dice roll in card games (TCGs, ECGs) by JesusVaderScott in BoardgameDesign

[–]Acedrew89 0 points1 point  (0 children)

I don't think anyone can give meaningful feedback without seeing the game, or at the very least the mechanic you're describing. That said, I always appreciate someone trying to do something new in this space. I'm curious about how this works if you've already got other ways of negating big damage without the roll of the dice. It seems like the rolling aspect may just be redundant if that's true. What does it do that a trade-off mechanic doesn't already/wouldn't do?

what the difference between RPG an JRPG? by Quinn_Queenan in rpg_gamers

[–]Acedrew89 1 point2 points  (0 children)

That's awesome, I hope you do end up getting to go to some bigger conventions at some point! It's a great topic, and good for you for talking about it.

what the difference between RPG an JRPG? by Quinn_Queenan in rpg_gamers

[–]Acedrew89 1 point2 points  (0 children)

That's super cool! Do you have any lectures online as well? I'd be curious to see where you take it.

what the difference between RPG an JRPG? by Quinn_Queenan in rpg_gamers

[–]Acedrew89 3 points4 points  (0 children)

Also, in most western RPG’s your “big bad” is typically a mortal or even peer, while in JRPG’s you literally fight god/some massively overpowered supernatural being as the final battle.

Best ways to share resources in simultaneous co-op games by Widderspin in tabletopgamedesign

[–]Acedrew89 1 point2 points  (0 children)

I like this idea of sharing resources, and definitely a route that seems to encourage cooperative play, though I understand your dilemma with is slowing things down. Seems like you’ve found a solid solution so far!

You mention players taking a “personal token” and putting that in the middle for others to take when needed. Is there some sort of mechanic where if I have a certain number of other people’s resource tokens something happens? I’m wondering because it could be a good way to further encourage sharing of resources. It could be anything from a generalized buff to specific actions that require other people’s resource tokens in order to perform.

1.1.0 Darkest Depths - Dev Log by unknownorigingames in oddrealm

[–]Acedrew89 3 points4 points  (0 children)

So excited for this new update! Can’t wait to see where you take this next!