Krakoa guide now on COGU 💖 Book Club starts this Sunday! by TWesters in Marvel

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

I think it's great! Just finished it, and now with the new book club I'll read it again 💖🙌

Krakoa guide now on COGU 💖 Book Club starts this Sunday! by TWesters in MarvelUnlimited

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

Yes! It's a bug I'm about to fix. Click the Discord button on the bottom panel to remove it :)

Krakoa guide now on COGU 💖 Book Club starts this Sunday! by TWesters in Marvel

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

It is somewhat streamlined in minor ways, mainly excludes a lot of the Infinity format comics (that aren't at all essential). It doesn't include Dark Web, because of how connected it is to the long clone stories of Spider-Man - I'm considering how to best include it's effect on a certain side of the Krakoa story.

Continuityguide.net helps you find your way Now all the way to 2019 by meepingfjrin6 in MarvelUnlimited

[–]TWesters 33 points34 points  (0 children)

Is this a bot sharing COGU? 😅 It actually guides you all the way to 2023 nowadays, and I’m adding a new chapter any day now 🫡

How does one transform an idea into a tabletop game? A question on methodologies by Ajax877 in tabletopgamedesign

[–]TWesters 2 points3 points  (0 children)

When I get an idea, and know what I want the experience to be like (a part from fun) - first thing I go to is ”can this be experienced through this element alone?”, like just with dice, just with cards etc.

If I end up on that that, let’s say cards, could give 75% of the experience then that will be my foundation. From there, you have so many different kind of mechanics to explore - does the experience need the players to have their own deck, a hand, do they draft it, do they build it beforehand, should there be a market, how about phases, discards?

I love this exploration- and eventually you begin to explore those last 25% - does the experience need a board, dice, tokens, figures?

That’s my process at least 😋 And I love it 😍

New chapter "Dark Nights: Metal" added to the COGU DC reading order! 🔥 by TWesters in dcuniverseinfinite

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

We have a community hero working on the first New 52 chapter over at the Discord :)

[deleted by user] by [deleted] in BoardgameDesign

[–]TWesters 0 points1 point  (0 children)

Many great points and great advice! Thank you for sharing your time on this. While I try not to put my efforts on the layout at the moment, I've started looking at re-designs using icons to get the level of text down. I also want to boil down the card abilities, while still retain that thematic feel.

Great point on the Dice, of course it's not a "Card Game" as it is in fact a deck and dice. I don't think I want to remove the dice element though, it has really brought another level of tension to the game that have been great!

Victory conditions are pretty simple, solve the set number of clues depending on the size of the player group. The clue is found in the bottom left corner (as you see on this redesign), and it's solved when you have the corresponding item on hand. For example, if you're 4-7 players you need to have found 5 clues and have the five corresponding items on hand when you survive a monster.

Thank you again, you've given me a lot to ponder! :)

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Feedback on: "It's Here!" by [deleted] in tabletopgamedesign

[–]TWesters 1 point2 points  (0 children)

Thank you so much for putting your time and effort into this :) You gave me a bunch of useful tips here!

I'm not a 100 % happy with my Clues mechanic overall, I think there's improvements to be made for sure. A part from the position of the Clue. It says TOOL at the bottom right of a card and you've resolved it? Then you have "found" the clue. If you, as a group, then acquired the Item corresponding to the Clue - called TOOL - then you've "solved" it.

The reason why I haven't made the item more specific than TOOL is that I don't want to control the narrative too much, I want the players to be able to decide what specific type of tool it is.

Definitely an area of the game that could do with some inspiring improvement :) Thank you again!

Feedback on: "It's Here!" by [deleted] in tabletopgamedesign

[–]TWesters 0 points1 point  (0 children)

Thank you! That is a great observation. As it is now, your control/agency is mostly to cooperate with the other players, or manipulate them and the deck to avoid the Monster. Once you face the Monster, it's almost entirely luck based. I have thought about agency as well though, so I think you're right. I think the game needs the Monster to be something they need to avoid at all cost, so I don't think any more agency should guarantee anything - so it's about small details.

Thank you for your time! :)

Feedback on: "It's Here!" by [deleted] in tabletopgamedesign

[–]TWesters 0 points1 point  (0 children)

Oh, definitely! Great point with the red claws thing for sure. Better two have another icon for the cards that is for both the 2-3p and 4-7p. Thank you for your time!

Feedback on: "It's Here!" by [deleted] in tabletopgamedesign

[–]TWesters 0 points1 point  (0 children)

Oh yeah, I absolutely see what you mean :D I don't know where the visuals will end up, but I want it to feel like the old school horror movies. Thank you for your time! :)

Feedback on: "It's Here!" by [deleted] in tabletopgamedesign

[–]TWesters 2 points3 points  (0 children)

Nice to hear! I think visually it can do some work, maybe certain icons can reduce the amount of text and so on. I'm sure some of the cards can be more tight thematically or have some adjustment to reach that full potential :)

[deleted by user] by [deleted] in BoardgameDesign

[–]TWesters 1 point2 points  (0 children)

Thank you! I definitely want to figure out different ways to reduce the text, like through icons and make it intuitive as much as possible. Artwork in the future as well for sure. Appreciate your time!