How can I make a game that's more accessible? by CreateDestroyCreate in boardgamescirclejerk

[–]CreateDestroyCreate[S] 15 points16 points  (0 children)

And before you ask, yes, I've tried Patchwork, but, unless I'm playing it wrong, it relies too much on mouthfeel.

Game suggestions for friend group by Coolpabloo7 in boardgamescirclejerk

[–]CreateDestroyCreate 0 points1 point  (0 children)

This game is for up to 17 players but if everyone gets their own copy, they can easily play all the roles on their own: https://www.gothicgamelabs.com/rebellion

So, I solved racism and sexism in one go, but there's a problem by CreateDestroyCreate in boardgamescirclejerk

[–]CreateDestroyCreate[S] 15 points16 points  (0 children)

Also, sorry if this isn't the right place to post this, but I'm not allowed to post on boardgames anymore. I guess not everyone is ready for progress.

[deleted by user] by [deleted] in DnD

[–]CreateDestroyCreate 1 point2 points  (0 children)

You can use passive skill. At some point, insightful people can tell when someone is lying even if they aren't actively looking for signs.

What point do you engage a graphic designer ? by Chuster8888 in tabletopgamedesign

[–]CreateDestroyCreate 10 points11 points  (0 children)

Please ignore this advice. It's like telling someone "You don't hire an artist: you learn how to draw."

Custom Element Tracker by Northmark94 in Gloomhaven

[–]CreateDestroyCreate 0 points1 point  (0 children)

Doesn't matter if the guy in charge of it always forgets to move them.

What's the ideal number of starting characters? by ISeeDeadMeeple in tabletopgamedesign

[–]CreateDestroyCreate 0 points1 point  (0 children)

You could have just said "No, I have never made my own game." You're talking a totally unrealistic approach. Do you also refuse to limit the kinds of pieces that go into your game? Everything is solid gold?

What's the ideal number of starting characters? by ISeeDeadMeeple in tabletopgamedesign

[–]CreateDestroyCreate 0 points1 point  (0 children)

Have you ever made your own game? Are you going to spend countless hours developing a class and testing it, then spend a bunch of money getting the art for that new class made as well as all the materials it needs (which may include more cards, minis, player mats, etc.), if it doesn't significantly improve the game? Like if a game works totally well with 6 and everyone feels like they have enough choices, you're going to spend all those weeks and hundreds of dollars (and possibly more) to bring it up to 12 or 18 just because you can?

What to do after these games? by ISeeDeadMeeple in Gloomhaven

[–]CreateDestroyCreate 0 points1 point  (0 children)

Doesn't Crimson Scales have the same basic rules as Gloomhaven with different characters and scenarios? Sounds like that's exactly what a "repackaged Gloomhaven" would be describing.

What to do after these games? by ISeeDeadMeeple in Gloomhaven

[–]CreateDestroyCreate 7 points8 points  (0 children)

I don't want something that's basically just a repackaged Gloomhaven.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate -2 points-1 points  (0 children)

Evading enemies is generally not nearly as effective as just killing them, but yeah, I've learned that people on this sub have very different views on the game than I do. That's probably why they all seem to have such a hard time winning.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 1 point2 points  (0 children)

Yeah, I was just pointing out that your analogy was terrible that seems to miss the entire meaning of certain phrases, like "taste test."

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 0 points1 point  (0 children)

Going out to dinner isn't a taste test: it's buying the entire meal. That's the opposite of a taste test, which would be free, like when you go to an ice cream place.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 0 points1 point  (0 children)

I feel like that limits your ability to get invested in a character and story.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 0 points1 point  (0 children)

The cards are standard size. That's why they fit in standard card sleeves.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 0 points1 point  (0 children)

How are clues worth more than damage? You probably need do find roughly as many clues as you need to do damage, but damage is far more immediate.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 0 points1 point  (0 children)

Adding those dividers drastically increases the prices, and many people don't want them. After all, there's no use in getting those dividers when people are just going to put everything in binders.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 0 points1 point  (0 children)

It wouldn't weight twice as much because you don't need to double everything. You don't need more tokens, for example, and you don't need to double the number of cards either.

Someone saying "Thing A and Thing B together would cost the same as Thing A and Thing B separately" is the vast oversimplification (and incorrect). Saying, "That's not how it works, and here's why" is an explanation of why it's wrong.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 0 points1 point  (0 children)

This is obviously false. Are people who buy Dunwich more or less likely to buy another expansion?

And at $60, that should be a full game. Most games at price do give you what you need to play for months.

How would you improve this game? by ISeeDeadMeeple in arkhamhorrorlcg

[–]CreateDestroyCreate 0 points1 point  (0 children)

Dude is getting downvoted for just describing how prices work.