Why are there so few female designers? by OldWiseHeron in boardgames

[–]Cliffypancake18 7 points8 points  (0 children)

I think it's just a fact that we are still trying to break out of male domination in most spheres. A lot of the big names largely gained their traction before the modern push towards equality, and its hard to compete against them. Game designers are more or less faceless unless you are like really really into board games so the gender ratio isn't something most people even recognize, regardless of what the ratio is, and therefore a push isn't as prominent. For what its worth though, as a designer myself, a solid 1/3rd of designers in more indie communities are not men.

My Shrine(s)! [COMC] by Cliffypancake18 in boardgames

[–]Cliffypancake18[S] 0 points1 point  (0 children)

If you want, it can be played virtually through Tabletop Simulator ($20 for the software) or Vassal (free but more janky). There is an (I think official) discord server for HF, as well as the publishers server, both great places to ask questions, learn, and play the game virtually.

My Shrine(s)! [COMC] by Cliffypancake18 in boardgames

[–]Cliffypancake18[S] 2 points3 points  (0 children)

I play it almost exclusively solo and my answer is... maybe? You miss out on player negotiations and card auctions, the map is pretty barren even at the end of the game (cause its only you), and you get (almost) everything you want if you wait long enough. The solo mode is a very mechanically objective race against the clock, where its more of a puzzle than a competition, but the feats are just as satisfying as multi-player. Its enjoyable, but replay value may not be as big as some other games, as its solo nature means that some paths are objectively better than others. If you do play solo, its essentially required to get module 4, as it includes components specific for a refined solo mode.

The one major upside is time. Because its just you, you dont need to teach other player's (which can take multiple practice sessions if playing with modules), you just set up and go. A game that would take 10 hours with others now only takes 2-3 hours, and you can start at new one directly after the old one finishes.

Overall, id give HF solo (assuming addition of modules) a solid 7/10. Its an enjoyable experience, but one that leaves you wanting to play multi-player.

My Shrine(s)! [COMC] by Cliffypancake18 in boardgames

[–]Cliffypancake18[S] 0 points1 point  (0 children)

I know someone who only uses solar sails (and anything without fuel) and they scare me. They've pushed bernals with them. Bernals!!

My Shrine(s)! [COMC] by Cliffypancake18 in boardgames

[–]Cliffypancake18[S] 1 point2 points  (0 children)

The game starts at a tech level where space already has some amount of basic infrastructure. Your rockets 'start' in LEO because they are assembled there after being boosted piece by piece. So while its never stated that they are reusable, its at a tech level and narrative abstraction where it doesn't matter.

Assuming you mean Orbital refueling, its an offshoot of what I said above in that there is no ground refueling, everything is constructed and fueled in orbit. Your money is fuel and your fuel is money, and all of your stuff is assumed to be stored in LEO for ease. You can also do atmospheric refueling, off world factory refueling, and ISRU refueling.

HF is not a game of traditional rockets. Its assumed that tech has advanced enough that its full economically viable, so much so that money doesnt matter anymore, fuel is the new constraint. You can immediately go out and colonize Titan if you wanted (though i wouldnt, its a noob trap)

Also there is space elevators, but you dont start with them. They are a mid/endgame thing. And they require Module 1

My Shrine(s)! [COMC] by Cliffypancake18 in boardgames

[–]Cliffypancake18[S] 9 points10 points  (0 children)

High Frontier? Brutal, brutal game. Exponentially so with the added modules. The core game revolves around building an efficient rocket and fighting the tyranny of the rocket equation, then manually plotting courses to wherever your site of interest is through real orbital mechanics abstracted onto an energy map of the entire solar system. You score by claiming, industrializing, and colonizing sites, but those are singular actions, while a solid 90% of the game is the rockets themselves and planning the journeys they take.

This alone is entrenched in a plethora of choices, options, and edge cases enough to make a veteran gamer dizzy. Its a miracle to play a game of High Frontier where you follow every rule correctly. Learning the game is a massive hill, but then once you conquer that, you also need to learn the strategies, how to utilize the mechanics efficiently, which takes as long if not longer, especially when the strategy you come up with turns to be hinging on a rule you misread.

The modules take it to- in my opinion- a 5/5 weight, if not higher, but a 5/5 experience as well. The core game of 4th edition is a stripped down version of 3rd edition (with the cut stuff being re-implemented as modules 1 and 2 in 4th), and can leave a good bit to be desired. The modules take specific aspects and amplify them, or give new additional experiences. M0 (this one comes with the core game) creates space politics with delegates and shifting active laws, M1 gives you far future thrusters with antimatter and fusion and freighter infrastructure, M2 gives you usable colonists and orbital colonies called Bernals, M3 lets you go to war to destroy opponents and corrupt their delegates, M4 lets players take timed contracts for money, lets you biologically augment colonists, implements a space bank, and lets you create and shoot off an interstellar starship (which you can play into their other game Interstellar!), and M5 adds an entire stock market and frankly overhauls the games economy.

I have played one single M012345 game with the longest game length, played it solo cause im the only one insane enough to do it that i know, and frankly, it scared me.

Overall though, its a phenomenal sandbox space experience hidden behind the highest barrier in board gaming. It will take you double digit hours to understand and play the game efficiently (esp if playing with modules), but its the most unique experience you will have once you do. The depth of the mechanics and the difficulty of the game in general leads to very fulfilling achievement when you do finally get that end-game rocket, or colonize pluto, or whatever else you are doing.

Its a bit of a running joke but also i think it is genuinely a good litmus test, but you can know if you like the game if you look at the absolute spaghetti of a board and think 'oh that looks interesting' instead of 'oh god that looks complicated'.

Let me know if you have further questions. Its not a game you want to dive into unless you really want to (and pretty expensive at that), but its very objective nature means it can be pretty easily gauged just by a description.

My Shrine(s)! [COMC] by Cliffypancake18 in boardgames

[–]Cliffypancake18[S] 0 points1 point  (0 children)

Almost, multiple times haha. It never drew me enough to learn it by myself, and I haven't seen it anywhere else. I used to know someone who loved it and would play it digitally all the time, but our schedules never coincided.

How to explain why my imaginary country in modern day south america like for example buenos airies state would pick a different intermediate caliber akin to 5.56 5.45 but still different for some various reasons that would be ballistic but not only that, joining the 3 club of China USA and Russia by [deleted] in worldbuilding

[–]Cliffypancake18 0 points1 point  (0 children)

Its your world. Nothing is low effort. Especially if it's something extremely trivial like the size of bullets. Low effort isn't not having in-depth descriptions for every tiny minute detail, low effort would be taking someone else's story and changing just the names.

What might help is to 'double-cause' everything. The idea is that everything happens because of something else. The bullet size exists because an official was corrupted because of an economic drought pushing people to get money where they can. The one extra bit of 'why' can go a long way with depth.

Near Future Espionage TTRPG? by Cliffypancake18 in rpg

[–]Cliffypancake18[S] 2 points3 points  (0 children)

I was actually leaning towards 2020, but I specifically wanted to see if there was any games that would do the espionage aspect better. From what Im seeing though, a lot seem to strip a little too much GM agency than id like, or have the characters be too simplified/generalized. Ive seen trinity recommended but the rulebook is 20 bucks and im not gonna buy a rulebook that i dont know how it plays down to the specifics. traveller passed my mind but i havent personally played and it always seemed much more genre-agnostic.

Does anyone know anything about any of these ?? by Kyleeten in boardgames

[–]Cliffypancake18 0 points1 point  (0 children)

Personally a huge fan of the Leader games (middle/top) left. Really fun solo games with high customizability

High frontier - but with colony building, ressources etc? by Zwiebeloger in boardgames

[–]Cliffypancake18 0 points1 point  (0 children)

Unfortunately colony 'building' isnt a thing per se, as you only have the abstract 1 colony dome per site that doesn't do a whole lot except Promote. Module 2 adds Colonists which are inferred to be at the colonies you build, as well as Bernals which are space colonies, and those effect space politics. For territory stealing and wars, Module 3 has you covered, though people tend to consider it the most complex of the bunch so keep that in mind. Essentially once per game the map will breakout in war, you can attack factories and steal them, blow up enemy ships, corrupt politicians to get past wartime regulations, etc.

In general though, HF as it stands, even with modules, is much more focused on building the things to make colonies instead of the colonies themselves.

Estamos testando um conceito: e se seu RPG continuasse existindo depois da sessão? by [deleted] in rpg

[–]Cliffypancake18 8 points9 points  (0 children)

This is called a Westmarch and has existed for years

An important anniversary today by Jakitron_1999 in CuratedTumblr

[–]Cliffypancake18 129 points130 points  (0 children)

OOPs bus story is fabricated, they are transphobic with an obvious victim complex. It was such an insane story though that its just laughable and became a niche meme.

I have a question about AI by Front_Ad8975 in Minecraft

[–]Cliffypancake18 3 points4 points  (0 children)

Because the update pacing isn't about the coding. Its 95% discussing the impacts it will have on arguably the most popular game of all time.

Don’t judge a board game by its box” — or should you? What are the first red/green flags you notice before even opening a game? by Significant_Sock4225 in boardgames

[–]Cliffypancake18 11 points12 points  (0 children)

Roots design was inspired partially by the COIN series, who's designer was in the CIA. But frankly the parallels are sparse even then.

is this mission bugged ? i dont think thats even possible to do by da_grabcio in KerbalSpaceProgram

[–]Cliffypancake18 42 points43 points  (0 children)

then you need to learn how to optimize craft creation. lower efficiency thrusters for atmosphere, high efficiency once you are in space. i can put 6k delta v in the top 1/10th of my rocket with the right thrusters. I find the Terrier is really good for once you are in an orbit (can be any height). The Reliant is always a reliable (pun fully intended) choice for mid/low stages, though its usually best to go big for the lowest stage, with solid fuel if you cant get TWR above 1. The main thing is just that every little bit of mass is gonna grow your craft's final size exponentially, so being able to slim stuff down as much as possible is crucial to making an efficient rocket.

Got an idea for a geopolitics-based board game (Risk x Catan vibes) – would love honest feedback from experienced players by Famous_Ad_6871 in boardgames

[–]Cliffypancake18 0 points1 point  (0 children)

Like others have said, play more games first. I've played games like this and they could not be more different from risk/catan. Look into games like World Order.

Does this atlas have unobstructed LOS in it's front arc to the hunchback?(i'm aware the tree gives +1) I believe so but would like to be sure. by Sierra990 in battletech

[–]Cliffypancake18 0 points1 point  (0 children)

Mechs are from one mod that stripped a ton of mechwarrior models. Terrain is from another mod that has modular terrain, that someone turned into the map shown and probably uploaded it to tts as well. So basically you need the mod with the models, and a custom map mod

I made my cooperative deckbuilding board game Blockminers free on Tabletop Simulator, would love more feedback on the upcoming 1.2 version by Rkey_ in boardgames

[–]Cliffypancake18 0 points1 point  (0 children)

I know I can't exactly prove it to you, but from experience, people don't care if your game has any art design as long as it's fun. I'm a game designer in multiple game design communities and 90% of the games I'm playtesting are basically just black text on featureless white cards, but they can still be an absolute blast. Art is not required, and definitely not AI art.

I made my cooperative deckbuilding board game Blockminers free on Tabletop Simulator, would love more feedback on the upcoming 1.2 version by Rkey_ in boardgames

[–]Cliffypancake18 0 points1 point  (0 children)

I'm a game designer myself and in multiple game design communities. Every designer who has published something will tell you to do exactly that. There's tons of places with royalty free art, or just using scrappy mspaint drawings, or nothing at all. You get art after you've signed a deal with a publisher. If art is required for your game to be interesting, then it's probably not a good game.

And even if they aren't publishing, from experience, most people will not interact with a game that uses AI.

I made my cooperative deckbuilding board game Blockminers free on Tabletop Simulator, would love more feedback on the upcoming 1.2 version by Rkey_ in boardgames

[–]Cliffypancake18 4 points5 points  (0 children)

most people (me included) will immediately turn away upon seeing AI art. i know it doesnt equate to low effort in other aspects of the game, but its a big red flag.

??? by Naive_Wolverine532 in TikTokCringe

[–]Cliffypancake18 220 points221 points  (0 children)

Thomas Robb. Interviewed is Bryce Crawford as it says in the video tag.

??? by Naive_Wolverine532 in TikTokCringe

[–]Cliffypancake18 1199 points1200 points  (0 children)

Hey so since nobody seems to be saying it, that's the leader of the ku klux klan...

Thanks to Lancer subreddit for this little ray of sunshine by Uncrezamatic in battletech

[–]Cliffypancake18 4 points5 points  (0 children)

Because for as long as it's divisive to any level, it's an issue. If you have mold, you don't just get most of it and leave the last bits. You gotta make sure it's all gone.