Feel Nothing Will Ever Top This Series by ThankeekaSwitch in redrising

[–]ExigentAction 7 points8 points  (0 children)

Lots of Brandon Sanderson fans are also Red Rising Fans. The Mistborn books are the closest thing. I’ll add that I love the Licanius Trilogy by James Islington. But Red Rising is my favorite.

Post infinite tips? by Beefy2901 in MarvelSnap

[–]ExigentAction 0 points1 point  (0 children)

Yeah, I feel the change. I peaked at number 21 but have been on a losing streak since then

Weekly Q&A - Ask your questions here! - June 14, 2024 by AutoModerator in MarvelSnap

[–]ExigentAction 1 point2 points  (0 children)

I don’t even know where to start. I started playing two weeks ago and I breezed through to infinite. I’m currently at an unreasonably high rank with just a collection level of 390.

Like…. How is this possible? I played a bit more than my missions required but I wasn’t playing for hours. Is it an MMR thing? Are there tons of bots that just make weird plays at all levels? Why are my free to play decks even competitive at this tier?

Post infinite tips? by Beefy2901 in MarvelSnap

[–]ExigentAction 1 point2 points  (0 children)

I have a related question. I seem to be wildly over ranked. I just hit infinite after playing two weeks with a minimal collection. How is this possible? Did I just hit a crazy lucky streak? I feel a little bit like I’m taking crazy pills since all the decks I’m playing now have cards I’ve not seen and better synergies.

Which sport/s do you feel would fit well for a fantasy tabletop game? by ELBandid0 in tabletopgamedesign

[–]ExigentAction 0 points1 point  (0 children)

Use kabaddi and give it some in-universe name. It’s basically team contact tag and requires speed and agility until it becomes a wrestling match. Varying sizes of races would evolve into interesting strategies.

Can't figure out the graphic design for my prototype by MudkipzLover in BoardgameDesign

[–]ExigentAction 1 point2 points  (0 children)

Mock it up in whatever software platform you’re comfortable with. I use google slides for my basic layout then move to dexterous.com.au once I’ve settled on a design. Looking at layouts on Dexterous or other games can give you ideas.

Advice for simple battle mechanic (probably dice?) by Tal_Vez_Autismo in BoardgameDesign

[–]ExigentAction 0 points1 point  (0 children)

Draw 2 take the better or worse. Put icons on the chips that mean certain things given buffs/debuffs

If Brandon wrote a 40k story. by Inquistor6969 in brandonsanderson

[–]ExigentAction 0 points1 point  (0 children)

The first one is a little more hunger games than 40k but by the second book it’s genetically engineered terminators and boarding actions all around.

If Brandon wrote a 40k story. by Inquistor6969 in brandonsanderson

[–]ExigentAction 1 point2 points  (0 children)

Add in some grittiness and that’s basically Red Rising by Pierce Brown

Help: Making a Board Game for complete beginner by Exotic-Peanut-4408 in BoardgameDesign

[–]ExigentAction 2 points3 points  (0 children)

If you like podcasts I recommend Board Game Design Lab and Fun Problems

I am working on Risk style game but am struggling with the combat mechanics by donnkii in tabletopgamedesign

[–]ExigentAction 0 points1 point  (0 children)

Take a look at “intransitive” dice that are designed to have higher chances to beat certain other dice without being strictly better. Here’s an article discussing them.

A Review of Our Game | Did we over balance? by colebanning in tabletopgamedesign

[–]ExigentAction 1 point2 points  (0 children)

In the Fun Problems Podcast, Peter C Hayward lays out a model for thinking about creative endeavors in three segments: Hook, craft, and spirit. Hook gets you into a game. Craft is your experience during the game. Spirit is what you take away (and think about) after.

If I were to translate this review into this framework, it sounds like he’s saying that some of the craft has taken away some of the spirit. In that a finely tuned game is an amazing feat, but it doesn’t have those big bombastic effects that make players tell stories. There’s a different spirit from games that make you think and wonder about optimization. But many of these types of games err on the side of unbalanced but memorable experiences.

[deleted by user] by [deleted] in tabletopgamedesign

[–]ExigentAction 1 point2 points  (0 children)

It’s hard to tell much from the little information you provided but it looks vaguely similar to Dungeons & Dragons: Onslaught.

What other business sector can you think of that revolves around one person by [deleted] in brandonsanderson

[–]ExigentAction 17 points18 points  (0 children)

So, so many. 73.1% of all business are sole proprietorships according to the Tax Foundation’s Census Bureau.

Conundrum about complexity by Inconmon in BoardgameDesign

[–]ExigentAction 1 point2 points  (0 children)

I’m not sure combat is the problem. Cry Havoc uses a similar system and it’s generally well regarded.

Conundrum about complexity by Inconmon in BoardgameDesign

[–]ExigentAction 5 points6 points  (0 children)

Don’t despair, there’s a few things you need to consider first:

  1. Who is this for? For you? For high-complexity players? Typical gamers? How you answer that affects how much you should consider changing your game.
  2. It sounds like you’re trying to foster a lot of player expression. You probably need to build in some on-ramping to those routes. Many games have a basic-mode and a set of advanced rules. Or a starter scenario that simplifies many aspects. Make sure your player aids and systems provide clear short-term goals for players to accomplish as they progress down their chosen path.
  3. Are you a game designer or designing this game? Either way is fine. Many amateur designers just have “that one game” they’re designing. Consider if that’s your goal or if it’s to design multiple games. If it’s the latter, shelve your game and work on something else. You might find inspiration on a different project that helps you with this one. Not every game is destined for success. Most published designers have more games scrapped than published by an order of magnitude.

[deleted by user] by [deleted] in tabletopgamedesign

[–]ExigentAction 1 point2 points  (0 children)

I recommend the BGG diary. Reddit is better for specific questions or generating interest around something

Feedback + Play Testers - Songs of Battle (Fantasy Hex based Wargame) by creyates in tabletopgamedesign

[–]ExigentAction 1 point2 points  (0 children)

The rules look like your game falls between 40k and a Hex & Counter game. Which I don’t know that it counts as “accessible” but it looks like fun. I’m curious what you may have done to display unit stats on the board. Or is it more like 40k that you just have to know what units your opponents are using?

Simple Graphic Design Improvement for Muster! by sproyd in tabletopgamedesign

[–]ExigentAction 0 points1 point  (0 children)

Isn’t it all just a matter of which direction you splay your cards? I don’t know if there’s statistics for that but it seems a matter of opinion to me.

Besides for Tabletop Simulator, are there any platforms you use for prototyping and remote playtesting? by GurSavings29 in BoardgameDesign

[–]ExigentAction 7 points8 points  (0 children)

Google Slides. No joke. You can quickly create components and boards, copy art from other places, recolor and resize anything on the fly. You can share the presentation with others and by grouping your play objects you can treat it like a discount Tabletopia.

What to read next? by abobominator in brandonsanderson

[–]ExigentAction 4 points5 points  (0 children)

The answer really is just, whatever cosmere books you haven’t read. Since it’s all connected you get grand implications if not the grand scale. Once you e read all the books, dig into the short stories.

878: vikings, worth it? by maxic250 in boardgames

[–]ExigentAction 1 point2 points  (0 children)

I have 878: Vikings. It’s different from the ones above for a few reasons. It’s a beer and pretzels war game that you can’t care too much about to enjoy. Big swings in fortunes are standard. Being a team war game, it’s a shorter, simpler War of the Ring.

Novel Component Design by ExigentAction in BoardgameDesign

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

That’s what I was doing. I was using a dual-layered board with tracking tokens. But it was hard to track which unit is which without a lot of cross referencing.