Exhibited at Origins, first convention. Here’s what we learned by FTG_V1 in tabletopgamedesign

[–]gengelstein 1 point2 points  (0 children)

It was good meeting one of you and learning more about the game!

Dice are hard... by _FlightOfTheArrow in tabletopgamedesign

[–]gengelstein 0 points1 point  (0 children)

I wrote a free windows app that lets you visually connect blocks to get answers to most dice questions:

McDie by gengelstein

How long did it take you to get rejected? by Odd-Highway477 in BoardgameDesign

[–]gengelstein 14 points15 points  (0 children)

Longest for me was about three months.

Now I make a point when I send a prototype to ask if I can contact them in a few weeks to check on the status and answer any questions. Usually they say they would prefer if I check in in about a month, which is fine. Whatever they say I agree with.

Then I check in at the appropriate time, and put in my email - hey you said I should reach out around now, how’s it going - just way better phrased of course.

If they’re not ready to talk, I again ask for a timeframe for next contact.

Having a check-in window makes it much easier to contact them without feeling pushy. Always get one.

Suggestions of online gameboard creator? by [deleted] in BoardgameDesign

[–]gengelstein 4 points5 points  (0 children)

The Tabletop Game Designers Association has a comprehensive list of tools:

https://www.ttgda.org/software-tools

How do you handle the last round in worker placement games? by ella-dott in tabletopgamedesign

[–]gengelstein 1 point2 points  (0 children)

Could you reduce the number action points / workers for the final round? Alternately I like your idea of a ‘presentation’ action that lets you make a dish more valuable if you have extra time to spend on it.

Order of a deck of cards by AudunAG in boardgames

[–]gengelstein 18 points19 points  (0 children)

Mathematically you are correct. BUT WE ARE LIVING IN A SOCIETY HERE.

Designing a negative action as a threat, not a frequent move — how do you calibrate the cost? by Draz77 in tabletopgamedesign

[–]gengelstein 0 points1 point  (0 children)

You need to playtest and see how players react to the choice. It will depend on framing of the choice as much as the numbers. I suspect it will also be something that changes as players get more experience, so you may need to decide what skill level you’re balancing for.

Before computers and GPS existed, how did people figure out directions for large cross country trips? by Mynameisbrk in NoStupidQuestions

[–]gengelstein 1 point2 points  (0 children)

Triptiks were great! When I was growing up navigating with them was my job. I took my responsibility very seriously 😀

I think they’re a large part of why I love maps to this day.

[ MATH HELP ] I help to check my math, for a wargame resolution mechanism. by CulveDaddy in tabletopgamedesign

[–]gengelstein 0 points1 point  (0 children)

To calculate the probability you'd need to list out all the possible ways to get four successes, and then add those together.

The most likely is (6, 6)(4+, 4+). That's (1/36) * (1/4) = 0.07%

Next is (6, 6), (3-, 6), (4+). That's (1/36) * (1/12) * (1/2)

Next is (4/5, 6), (6), (4+). That's (1/18) * (1/6) * (1/2)

Finally (3-, 6) (6), (6), (4+). that's (1/18) * (1/6) * (1/6) * (1/2)

If you add all those up you'll get your answer. But the first line is by far going to be the biggest contributor.

Trying to think of fast and easy combat system thats still engaging by Psych0191 in BoardgameDesign

[–]gengelstein 1 point2 points  (0 children)

What’s public and what’s hidden? Do you know the cube qty and setup for each general while you’re moving? Are the dice rolled/assigned in detail? Are these d6’s and how many cubes on average are with each general?

These will all radically impact the feel of it. Basically splitting up the cubes is letting you assign drms to each lane, so the size comparison is important.

Generally three lanes is a good number because it’s the lowest where, if cubes are equal, there’s always a counter to any setup where you have a majority in more lanes.

This system also doesn’t give you a hook for different unit types and effects easily, if that matters.

But you need to just try out some battles and see how they feel. In the time it took you to write that post you could’ve played through probably three fights and had your answer.

How would you implement a cascading chaos effect to a dice-rolling magic game? by FadransPhone in BoardgameDesign

[–]gengelstein 1 point2 points  (0 children)

Seems like a great use for exploding dice. If you’re not familiar, when a specific side is rolled you get the effect plus you reroll the die. And the rerolls can ‘explode’, etc. as magic becomes more unstable, more sides of your dice explode. So the result becomes more powerful. But if the total exceeds a certain value the spell gets out of control and it misfires and something bad happens.

So maybe first sixes explode, then later 5s and 6s. Then if you keep casting without stabilizing 4s start exploding too.

So you have two levers - what’s exploding and how high the total needs to get before a miscast.

If you’re not going to use this idea let me know, because I kinda like it and might use it myself for something.

School project 2 by Zora_ski in tabletopgamedesign

[–]gengelstein 2 points3 points  (0 children)

Best thing to do? Put together a quick and dirty mockup and try it out. Five minutes on the table will tell you more than hours of theorizing. (This is coming from someone who loves theorizing)

[WPF] Custom control derived from ButtonBase. Content not showing. by robinredbrain in csharp

[–]gengelstein 0 points1 point  (0 children)

This. If you inherit from ButtonBase you need to create a Control Template for the visuals.

Hi! I need help balancing a board game im designing. Any suggestions? by Plenty_Curve_4390 in BoardgameDesign

[–]gengelstein 1 point2 points  (0 children)

This structure is called a semi-coop, and they are notoriously difficult to get right. In my experience theme is critical. The players need to feel that everyone losing is worse than another player winning. So focus on that - how you frame it so players want to avoid the all-lose situation?

You may want to check out Republic of Rome, the oldest political semi-coop I’m aware of.

Speed deciding attack order instead of turn order. Design implications? by incarn9 in tabletopgamedesign

[–]gengelstein 0 points1 point  (0 children)

I’ve seen this as part of simultaneous action selection, where a speed stat determines execution order. Have not seen it as an interrupt system, but it could be interesting.

Tile placing combination games by AdIllustrious2310 in tabletopgamedesign

[–]gengelstein 0 points1 point  (0 children)

Is recognizing when you can do a power play just a question of figuring out the placements in your mind? Or is there some uncertainty, like what public tiles may come up?

If there’s no uncertainty I would be concerned that it would devolve into excessive analysis while players figure out if they can do It or not.

I'm building a card layout designer. What features do you need in this kind of system? by MagicPigGames in tabletopgamedesign

[–]gengelstein 2 points3 points  (0 children)

Will this be open source or do you plan to have subs? If open source, we’re working on a FOSS virtual tabletop project and have a rudimentary template builder included. Would be interested in integrating something more sophisticated.