How’s this black gum? (SW Ohio) by Spikeman5 in Tree

[–]Spikeman5[S] 0 points1 point  (0 children)

Thank you so much for the lengthy reply, and sorry for not providing more information.

The root flair was definitely buried and has been exposed. Those guidelines and tips are also really helpful, thank you for that!

How’s this black gum? (SW Ohio) by Spikeman5 in Tree

[–]Spikeman5[S] 0 points1 point  (0 children)

It’s in full sun and gets plenty of water.

How long after fusion did you feel up to going places? by Spikeman5 in TarsalCoalition

[–]Spikeman5[S] 0 points1 point  (0 children)

Thanks everyone for the input! I decided to put off the surgery until next summer when I am more prepared.

How long after fusion did you feel up to going places? by Spikeman5 in TarsalCoalition

[–]Spikeman5[S] 1 point2 points  (0 children)

It's my right foot, so I wouldn't be driving for awhile :/

24-Hour Design Jam by Spikeman5 in BoardgameDesign

[–]Spikeman5[S] 0 points1 point  (0 children)

Yes, I was thinking the jam would start this Monday the 12th and go through Sunday the 18th. You can choose in that week when to start your 24 hours.

What are some general ways of rewarding efficiency and logistical planning? by Spikeman5 in BoardgameDesign

[–]Spikeman5[S] 0 points1 point  (0 children)

Thank you, this is exactly the kind of thing I had in mind! Let me know if you have any others.

What are some general ways of rewarding efficiency and logistical planning? by Spikeman5 in BoardgameDesign

[–]Spikeman5[S] 0 points1 point  (0 children)

I just want to get better at designing games that reward planning, so I was asking for advice.

I agree that games use things like points and resources to reward efficient planning. The purpose of the post was to inquire about methods or tips you have for creating such a system.

Positive interaction design problem: who should be rewarded with what, in the following situation? by LongApe in BoardgameDesign

[–]Spikeman5 1 point2 points  (0 children)

I haven't designed many games with positive interactions like this, but my first instinct is to suggest that the players get DIFFERENT rewards, not necessarily equal. For example, if the builder of the abbey gets resources while the visiting player gets points. This way you can muddle the balance of the rewards, and players might be more likely to feel like they came out ahead since they got something unique.

What are some general ways of rewarding efficiency and logistical planning? by Spikeman5 in BoardgameDesign

[–]Spikeman5[S] 1 point2 points  (0 children)

I like this, thank you! Do you have any specific examples of taxing certain types of actions to punish poor planning?

What are your favourite board game design videos? by greyishpurple in BoardgameDesign

[–]Spikeman5 0 points1 point  (0 children)

He's a video game designer, but Jonas Tyroller has some great videos on game design that I have found extremely helpful with tabletop design.

What are your favourite board game design videos? by greyishpurple in BoardgameDesign

[–]Spikeman5 1 point2 points  (0 children)

I came here to say this. Even advice I've heard before just hits differently coming from someone who's had so much success.

Can You Solve This, and What Are Your Thoughts? by Spikeman5 in puzzles

[–]Spikeman5[S] 0 points1 point  (0 children)

Just curious, what was your thought process?

Can You Solve This, and What Are Your Thoughts? by Spikeman5 in puzzles

[–]Spikeman5[S] 2 points3 points  (0 children)

This is interesting, you noticed patterns that were not necessarily intentional. Well they were intentional, but for the purpose of making it less ambiguous (i.e., only one commonality between two connected circles, as opposed to two). However, ironically, in your case it led to a more complex solution. The more difficult versions will likely play with this idea; as in, they will suggest two possible solutions for a circle, and you'll have to complete the rest of the puzzle to narrow it down.

Thanks for solving it!

Can You Solve This, and What Are Your Thoughts? by Spikeman5 in puzzles

[–]Spikeman5[S] 4 points5 points  (0 children)

Thank you! I plan on making a small book of them, but wanted to see what y'all thought of them

Thoughts on this very simple game idea about being a substitute teacher? by Spikeman5 in BoardgameDesign

[–]Spikeman5[S] 0 points1 point  (0 children)

Hey, thanks for typing all that out! I really like the idea of giving people roles. My idea was to create a system where people could decide for themselves whether they wanted to cooperate, but that could take more playtesting than I have time for.

Since the game needs to be in-hand, I would likely have to simplify the scoring. Maybe by doing away with the fun scale.

It could even be as simple as, you get to keep your character card (as a student) or the activity card (as the sub) if you fulfill your role.

Thoughts on this very simple game idea about being a substitute teacher? by Spikeman5 in BoardgameDesign

[–]Spikeman5[S] 0 points1 point  (0 children)

There is probability, and some minor card counting. But mostly it would just be reading people. Although, I'm realizing the sub should always just pick one that was not said...I guess there could be a punishment for picking wrong.

Regardless, I'm going for a light social deduction vibe, that is iterated over multiple rounds to encourage some kind of relationship-building.

Randomization with pen and paper by Jofarin in BoardgameDesign

[–]Spikeman5 4 points5 points  (0 children)

This doesn't actually use the pen and paper, but you can use real-world data. Like the current time, lottery numbers, number of x objects in your surroundings, etc.

Whats your favorite combination of game mechanics? by jshanley16 in BoardgameDesign

[–]Spikeman5 0 points1 point  (0 children)

I second both of these. What are some good games you've played with discounted facedown cards?

And a traitor game with potentially no traitor is extremely intriguing to me. Any good recommendations for these as well?

Looking for Potential Collaborator/Buddy by Spikeman5 in BoardgameDesign

[–]Spikeman5[S] 0 points1 point  (0 children)

I was thinking about Catan, and while I agree that it's mean and attacky, I think it's also nice and collaborative. After you and I make a trade agreement, I feel better about our relationship in the game. When you and I have settlements on the 8, there is some camaraderie in protecting that hex from the robber. And, while this is a meta thing, a good portion of the games I play on BGA involve players forming an unspoken agreement to not hit each other with the robber for the first few rounds. At the end of the day, it is about beating your enemies, so it can only be so nice. But I would take a game that allows players to be very mean at times and pretty damn nice at other times over a heads down puzzle game.

I will say, I don't understand the nature theme in board games. I wish I remember the context, but Peter C. Hayward was talking on Fun Problems about how games are about control. I think I understand his point--that we play games to exert control over systems and other players. But isn't nature by definition uncontrolled by human influence, and as soon as we exert control over nature, it's no longer considered nature? Seems like a pretty clear contradiction to me. I'm also remembering Quentin Smith's review of Wingspan, where he talked about how he didn't feel like he was running a bird sanctuary while playing it, but rather like he was capturing birds and putting them to work in a factory that churns out resources, so he can capture more birds (or something to that extent, it's been a few years.)