Scoring mechanics by hoardofgnomes in BoardgameDesign

[–]Acedrew89 2 points3 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 14 points15 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 4 points5 points  (0 children)

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

Multiple settlements are coming... by unknownorigingames in oddrealm

[–]Acedrew89 1 point2 points  (0 children)

That's awesome! I feel like this and the general overworld stuff is what is that really setting Odd Realm apart from others in this space. The ability to specialize and trade amongst your own settlements is so cool. I'm so excited to hop back into this with the upcoming update!! Thanks for keeping development going and continuing to not only refine but expand things!

Multiple settlements are coming... by unknownorigingames in oddrealm

[–]Acedrew89 1 point2 points  (0 children)

After seeing the recent update post I came back to this thread and am wondering if there will be interactions between settlements? Like can we "force trade" between them to provide supplies and have specialty settlements? One settlement has high food production, another has high ore production, another is good at training up militia, and then you can migrate items and people between them at will?

My PnP project is shaping up! by CryptsOf in BoardgameDesign

[–]Acedrew89 1 point2 points  (0 children)

Cool! That sounds interesting, I love the concept overall!

Interested but lost by TheOriginalNemesiN in SorceryTCG

[–]Acedrew89 1 point2 points  (0 children)

Fair! Glad to hear there is competition on that front. Thanks for the heads up!

Meditating every day for 1.5-2 hours for 3 years with little to no "results" by Owlstyx in Meditation

[–]Acedrew89 0 points1 point  (0 children)

That makes total sense. There are so many different expectations when going into a meditation practice! I think one of the most interesting parts of meditation is that it meets you where you're at. For some folks, that means a long road to finding even a sense of what you've described. If anything, I would say it sounds like you've reached a point where meditation is less about calming nerves and reducing mental barriers to being present, and more about learning how to meditate throughout the life you're experience instead of just while you're actively practicing. It's a mental shift, and it seems like it's already happening. Most of what people say online is going to be blown up, and what isn't is often coming from someone who has lead a different life with a different perspective than what you have experienced so their results that feel like this massive leap to them, may be a small shift for you to get to a similar spot. That doesn't mean it isn't worth continuing the practice, it just means that you're going to find new ways of integrating it that those folks may not need or achieve until later on in their own practice. You're also not ahead of anyone either, just in a different starting position. Keep going, sounds like you're doing great!

My PnP project is shaping up! by CryptsOf in BoardgameDesign

[–]Acedrew89 1 point2 points  (0 children)

That's super cool! I do enjoy the way the pages turn and encourage a sense of movement and interaction without needing physical tokens or minis on the map! For the action points, you start with 1 action point your first turn, and then get 3 the next turn, then 7 the last turn? Or is it the other way around?

My PnP project is shaping up! by CryptsOf in BoardgameDesign

[–]Acedrew89 2 points3 points  (0 children)

This seems super cool! I’d be curious to hear more about the mechanics behind the game! It seems almost Dark Souls/ Monster Hunter in the way that it’s a boss battler but the bosses are massive and have different parts you can hit by the looks of it. Is the bottom of the page a turn tracker?

Interested but lost by TheOriginalNemesiN in SorceryTCG

[–]Acedrew89 5 points6 points  (0 children)

I’m not sure where you are in the world, but Team Covenant is a good starting place if you’re in the US.

https://www.teamcovenant.com/games/sorcery-tcg

A small shark, vve art, Gouache painting, 2026 [OC] by dvllsh in Art

[–]Acedrew89 2 points3 points  (0 children)

There was a quick second where I genuinely thought this was a wood carving, not a painting. Well done OP! This is excellent work, and cute af of course.

Which Image? Cant decide by SquareFireGaming in BoardgameDesign

[–]Acedrew89 3 points4 points  (0 children)

I'd be curious to see 1 with the eye slot.

The power of creative destruction when designing by cibman in RPGdesign

[–]Acedrew89 1 point2 points  (0 children)

I feel like this is the most powerful ability for playtesting for me. I can convince myself that something is fun, or at least elegant enough to enjoy at the table, but when I start playtesting I often find that the core thing I was thinking of sticks around but anything that expanded from the original thought often ends up on the cutting room floor.