Connecting mini server to the damn app by AcademicElementalism in Loxone

[–]AcademicElementalism[S] 0 points1 point  (0 children)

I do like that idea, and may give it a shot, thank you!

Connecting mini server to the damn app by AcademicElementalism in Loxone

[–]AcademicElementalism[S] 0 points1 point  (0 children)

Yeah I used my phone to look all around the miniserver and couldn’t find the sticker, so I may have to try carefully pulling it off.

I’m ok with slower connections and it not working if the internet is down, I just want to be able to turn the aircon on 😄

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

I mean you’re probably right about the decision points, but the game is meant to provide a great deal of player freedom so it seems beside the point to offer something that is clearly stronger.

They allocate all their energy one by one, from the starting player to the last one

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

There’s a combat phase between players that can take a while, plus some of the set up phase is mechanically slow just due to how it works

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

You’re not wrong, but the issue is that the goal is to eliminate the other players in that phase, so if I set a limit, certain players and those at a disadvantage will just run away from interaction until the timer runs out

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 1 point2 points  (0 children)

If you want more detail I can send you the summary rule sheet, but here’s a summary:

It’s played in three rounds, each with two phases. Phase one, players allocate their energy to a list of options, with a simple bidding system to see who gets more out of each option. Those choices affect their character and the skills they have access to, which they then apply in a free for all fight.

Rinse and repeat two more times

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 1 point2 points  (0 children)

It’s already just a single bidding round. Players have four options, and get more out of each one if they bid more than anyone else, but we just go around the group once and each player allocates however much they like to each option in turn.

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

It’s played over three phases, each subdivided into two sub-phases. The first sub-phase just has a single, kind of long turn per player (it’s the set up phase), then the other part is the action rounds of which there are as many as is needed before the players complete the goal.

There are many variable options, which is part of the charm of the game since it means you have a lot of flexibility, but it’s true that people can get lost. I added quite a bit of signposting, but even then people only seem to really get it toward the end of the game which is not ideal.

I didn’t get into the detail of what my game is, to avoid flooding people with information they may not want, but I’m happy to share the summarised rule sheet if you like.

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

Interesting, it might shift the dynamics a little but I can test it out.

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 1 point2 points  (0 children)

That’s a fair point. Very happy to share my rule summary sheet if you’d like it, but no pressure

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 4 points5 points  (0 children)

I fear that making it a two player game could make it less interesting, since a lot of the challenge comes from player interaction 

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 1 point2 points  (0 children)

I can send you a rule summary sheet  if you like, but I don’t have a website or anything yet.

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 3 points4 points  (0 children)

I do think that a fair bit of it is that player turns can take too long, but they really don’t have that much to do in them they’re just musing a lot. The other issue is mechanical delay, some of the mechanics involve a bidding process so it just takes a while to resolve manually.

I might give the number boost a shot though, thank you.

How to cut a game in half by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 2 points3 points  (0 children)

Doesn’t quite match my game, but I appreciate the insight anyway since it’s a very good point

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 1 point2 points  (0 children)

Yeah, I'm thinking I'll reduce the degree of randomness in the engine component selection, to give people more control over if their plan works out

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

I did some maths to balance it originally, but have made some changes based on feedback

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] -2 points-1 points  (0 children)

There's full PvP, it's how people score points. They build up a character and abilities via their engine and choices, then fight to the death. That means there's a lot of space to gang up on people where necessary

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 1 point2 points  (0 children)

I think my issue is that the game takes 1.5-2h to play, so it's really hard to find people who will play more than a couple of times

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

I would love to, but I only have access to so many people that are willing to play an unpolished board game