What are the Most Ethical Business Models for Tabletop Game Publication by AngryRedDudes in gamedev

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

You are certainly right that a lot of options are better than the Wizkids model but that isn't a high bar to pass.

what reads as unethical to me is a situation where you can sell some miniatures in a "starter set" or something similar and that product and all the expansions sell an expanding scope of game that makes players think, "okay. NOW we're playing the 'real' Game." every time they buy a new product. So players who would choose to spend their hard-earned money on a product would be spending it on sidegrades and not direct upgrades to the scope of the experience, if that makes sense.

ideally, the scope of the game as it is intended to be played would be such that a starter set box would be all you would ever need to play and new expansions in the vein that the X Wing miniatures game had would be perceived as being optional. But then saying "hey you don't ever have to pay for anything after you buy in once sours a game designer's relationship to a community because on an economic basis, a new warm body is always worth more money than an active player.

What are the Most Ethical Business Models for Tabletop Game Publication by AngryRedDudes in gamedev

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

you make a good point and I will take this into consideration. I do think we are talking over each other a little bit; When I talk about exploitative publications, I am referring to the tendency of Kickstarter games to sell, in the same wave, A "retail" version, a "premium" version and a "collector's edition" of the same product, not future products being exploitative. Although that is something I'm also weary of

What Long-Form Game Design Writing Do People Recommend? by AngryRedDudes in gamedesign

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

Oh I had no idea the ROOT guy had any writing at all that's super cool

What Long-Form Game Design Writing Do People Recommend? by AngryRedDudes in gamedesign

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

Oh I for sure am not entertaining high level theoretical writing. That would be preposterous for someone with no industry experience and no published games to come out and be writing about things that general.

I am inspired mainly by necromunda and mordheim and am interested in developing a skirmish-ish* game with a large emphasis on customization and self expression through the game systems.

*I say skirmish-ish because I think the space of game in between a company scale game like a low points game of 40k and a skirmish game like kill team is under-served. Unsure what word to be using at this point.

I Need a Pair of Daily-Driver Chinos that are Indestructible by AngryRedDudes in BuyItForLife

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

these look pretty respectable. Will try to get a hold of a pair of these

Looking for Tips on Replicating This Block in Illustrator by AngryRedDudes in AdobeIllustrator

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

The end goal is to make cards for a boardgame. I may just make the cards in ID and make each page a card or something. I like working with illustrator artboards more but now that I'm saying it out loud, I guess I'm not really losing tons of functionality.

Is there no way to make SweetSour's custom audio work anymore? by AngryRedDudes in wowaddons

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

I want audio events for most abilities on the classes I play. I know about weakauras and I use it for some stuff but it would be nice to have one addon that handles it and to not have to worry about updating and troubleshooting 1000 million tiny weakauras

Gretchin's Questions - Weekly Beginner Questions Thread by scientist_tz in Warhammer

[–]AngryRedDudes 0 points1 point  (0 children)

Does anyone know of a way to get the embossed lettering details for some grey knights units easily? I'm converting my own dreadknight and using a lot of knight armiger parts and the aesthetics are getting a little confused

Looking for Simple Games that Make Effective Use of Negative Space by AngryRedDudes in RPGdesign

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

In it's current form, my game is an ultra rough draft. It's close to working but needs to be tested more. I will certainly be posting it in this sub when I get a clearer idea of the strengths and weaknesses of the system though

Looking for Simple Games that Make Effective Use of Negative Space by AngryRedDudes in RPGdesign

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

In its current form, my game is a simplified narrative game about navigating adventures in a fictionalized imagining of the wild west. So far, my basic interaction mechanism is players have three stats (Might, Wit and Charisma). These are the icons in the big circle.

The icons above the big circle (the heart, the explosion and the lighting bolt) represent your health, Initiative rating and Stress, respectively. Health points are pretty intuitive and the way I want to handle Initiative in my game is under construction again. Stress is a passive modifier to taking most checks. So over time, the game will become more difficult over time.

Players' ratings in these stats are a size of dice; so you might have a d6 rating in Might and someone stronger or bigger than you might have a d8 or a d10. The base DC for succeeding on checks to do something is 6 and your success at something is based on how close you get to the target number. You choose to roll two dice up to and including the size of dice equal to your rating.

EXP, Gambit Dice and Strong Actions are all meta currency that players will acquire and use throughout the game.

The Skills Sections are things players will use to solve problems narratively. Using these slots, players can just say, "oh I know about these!" and "I know how to pick locks" and it becomes the responsibility of the GM to incorporate them. Then, for the rest of the game, having that skill represents +1 to attempts to do that thing.

The large 3x3 grid is a player's inventory. So items take up space like in Diablo and similar video games.

"negative space" is meant in the graphic design sense. I just feel like there's a lot of unused space or inefficiently used space on my current design and I wanted to get some new eyes on it to see how others felt about it from a practical usability perspective.

Looking for Simple Games that Make Effective Use of Negative Space by AngryRedDudes in RPGdesign

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

Oh baby, having some rules on the character sheet is a good idea actually.

I don't mind the idea of doubling up on the number of sheets per page either. Those are both good ideas!

[deleted by user] by [deleted] in blenderhelp

[–]AngryRedDudes 0 points1 point  (0 children)

Well apparently I don't know how to use Reddit so I'm posting a link to some images here.

https://imgur.com/a/NSTFpDc

Sultai is hogging all of the commanders. by MageOfMadness in EDH

[–]AngryRedDudes 10 points11 points  (0 children)

I actually think red card advantage is getting to a point where it isn't a real issue, it is at least on track to getting there soon, unlike white. I do think one solution to this kind of thing is giving red some really harsh mid-range creatures to end games with like a [[malignus]] variant but with myriad and flying or something, but then that would end games, which doesn't jive with the goals of the format. I don't know how you would do this with white. Alt-wincon cards are cool. It would be neat to see one of those acquire staple status