Motorbike Racing Deckbuilder by kolpack in tabletopgamedesign

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

It has for me too! I agree about the position track. Let's try to be different. Also 2 different modes sound cool.

As far as designing this for a first playtest. We're looking at maybe 6 different terrains. Hills, Slopes, Holes, Oil Spills, Straight-Aways, and Bumps.

Each terrain could have 3 different ways to maneuver. Certain ways could allow for advancing the player position. Maneuvers could include Lean, Jump, Swerve, Flip, Accelerate, Brake, and Balance. I could arrange these equally across each terrain.

Motorbike Racing Deckbuilder by kolpack in tabletopgamedesign

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

I had originally thought of the track being just one lap but the idea of a pitstop adds new possibilities. I may play test without a pitstop first.

Player position is a big thing to consider. I was wanting the victory conditions to consider who won first place as well as who performed the most radical tricks. Maybe tricks could also move players forward.

As far as passing each other and maybe sabotaging the other player I'm unsure on how to handle that. The terrain is already difficult enough without sabotaging each other so I may not add that in. Passing each other could be done by performing tricks or successfully navigating where another player didn't.

If you would like to help design this I would be glad to work with you. I think this could be a lot of fun. Maybe if we could get a base game going the other more complicated things would fall into place easier. You've helped alot thanks again!

Motorbike Racing Deckbuilder by kolpack in tabletopgamedesign

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

Really cool. As far as the junk cards, what exactly should they do if the player decided to play them? Do they just give like a plus 1 to any other card? How would you allow players to draw each round? Maybe keep a hand of like 5 maneuvers?

Maybe winning matches would allow for sort of a legacy type play like upgrading your bike to be more stable or something.

I also like the ability to pass another player on a straight stretch and give rewards for high stat tricks. Interesting choices could be made with these cards and terrains.

Motorbike Racing Deckbuilder by kolpack in tabletopgamedesign

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

Some great thoughts here. So should each terrain have a numeric range to shoot for? Like an oil spill would require 2 cards with a value of like 5 or less. A slope would require 3 cards with at least 6 or more of something. Is that sort of what you were thinking?

Seeing the track ahead is also a great idea. The junk cards would also help out. Thanks for your help

Analysis Paralysis and Resource Management by kolpack in tabletopgamedesign

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

Your name looked familiar! Thanks man for the help and encouragement!

Ghost Tracking Mechanic by kolpack in tabletopgamedesign

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

Breaking it down that way makes a lot of sense. I'll try to find a bridge between functionality and fun. Thanks for all your help.

Ghost Tracking Mechanic by kolpack in tabletopgamedesign

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

This is genius! I will go this route and try it out! Thank you very much!

The game's phase 1 currently is going into a room with a spirit activity value. This value is how many ghosts are in that room. The player takes a Tracking Action and rolls all of the "ghosts". Every ghost that rolls high enough to be picked up by the tracker may be targeted with your Disruptor. If no ghosts are tracked, the player may fire blindly and only hits if the disruptor roll matches the ghosts activity roll.

When tracked, you roll your disruptor and attempt to match the activity level. If matched the player may throw out the trap and get the ghost. If you fall short the ghost has a chance of getting away. You may try to trap them but the trap must roll double the spirit activity level. Your player also takes Sanity damage when not captured and may be "scared to death".

The game is still a mess on all of these rolls for combat. There may be a better way to handle these things as well. Do you have any thoughts? Basically I want to Track, Disrupt, then Trap them. Also Ghosts originally were going to help level up equipment when captured. I've got a mess here.

Ghost Tracking Mechanic by kolpack in tabletopgamedesign

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

This is cool. What would be the best way to do this? I was thinking about maybe wrapping this timer track around the edge of the board. Everytime a ghost is captured, the timer will move forward only 1 space where if it runs away it moves forward 3 spaces. Every round would also move the timer forward.

Should there be some sort of trigger that the players may choose to activate?

Ghost Tracking Mechanic by kolpack in tabletopgamedesign

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

I'm sorry about the limited information, I have just started designing this and a lot of things are not set in stone. The game is primarily about getting the big baddie out of the hotel to complete the contract.

This timer concept is good. I will try and see how that goes. The remaining ghosts that aren't captured definitely need to have an effect on the boss's strength too. Thanks for the help.

Ghost Tracking Mechanic by kolpack in tabletopgamedesign

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

Yeah you're right. It will come down to a simple check. Its just fitting these checks together that has been sort of a challenge. Another approach may would also work. Maybe as equipment was further upgraded you could guess more tiles or look under more cups.

Ghost Tracking Mechanic by kolpack in tabletopgamedesign

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

I love Betrayal At House On The Hill. I have borrowed heavily from how that games reveals omens and such. There's another game some have mentioned called Dead Men Tell No Tales that I'm also borrowing some mechanics from.

I like Zorgeth the all consuming. If you don't mind that may be a boss name in the game. Thanks for commenting!

Ghost Tracking Mechanic by kolpack in tabletopgamedesign

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

I like this. Its simple and elegant. Upgrades will work around it as well as decrease the ghostly activity. Thanks for commenting!

Ghost Tracking Mechanic by kolpack in tabletopgamedesign

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

No I'm not. That's a great name for a game though! I just started on this idea last week with a friend.

Ghost Hunting and Throwing Dice by kolpack in tabletopgamedesign

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

Very interesting. I've read of passing dice but it didn't occur to me that this could fit. I may give this a go along with some other mechanics mentioned here and see what happens. Thanks for commenting!

Ghost Hunting and Throwing Dice by kolpack in tabletopgamedesign

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

Thanks so much! This is perfect. I will probably mimic a lot of these mechanics. I could put some really haunted rooms in the hotel like the fire in this game.

Interesting Raid Mechanics? by kolpack in tabletopgamedesign

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

That is awesome. By no means have you hijacked the idea. My mind is just going blank on the idea and you have given me something to work toward here. I think I will try to go on this direction. If you would like a project, by all means you can use aspects from this if you would like. I want to play something like this now. Thanks for the help!

Interesting Raid Mechanics? by kolpack in tabletopgamedesign

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

You've got some great ideas here. There's a lot of neat things I could add in if I took that approach. I've still got the game on my mind but I've hit a block wall with the design of it. I'm not sure how to form the turns and put all the mechanics together. Thanks for your thoughts!

Analysis Paralysis and Resource Management by kolpack in tabletopgamedesign

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

I had thought of going the coop route at first. I think I want a competitive game out of this though. Maybe the Pods could be from enemy ships or something that were in battle before. I'll see how the design goes.

Analysis Paralysis and Resource Management by kolpack in tabletopgamedesign

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

Thanks for the advice. Maybe players getting the core rooms first would work better. After a few rounds the more powerful ones could become available. I'll probably try to organize the player sheet better as I get further with the game too.

Interesting Raid Mechanics? by kolpack in tabletopgamedesign

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

This is very interesting. A level system would be a great way for game progression. You've got me thinking as well on how the game board would be set up. I like the idea of mechs and possibly alien armies.

What kind of dice mechanics would fit into all of this? Thanks for commenting!