So the game still needs work; editing I’m sure, but I also need to work out what the principles should be.

So the game still needs work; editing I’m sure, but I also need to work out what the principles should be.

Originally shared by David Rothfeder

So the game still needs work; editing I’m sure, but I also need to work out what the principles should be. Still, the heart of the game is done and typed and could probably be play tested, which means it’s ready for other’s to give some thoughts.

For those who don’t know what I’m talking about, this is a two player game about a small stakes super hero who works on solving community problems as opposed to world destroying evil.

https://drive.google.com/open?id=0B511-yaR3CdxdjJ0NGhURGhzelU

https://drive.google.com/open?id=0B511-yaR3CdxdjJ0NGhURGhzelU

10 thoughts on “So the game still needs work; editing I’m sure, but I also need to work out what the principles should be.”

  1. This is interesting! I like how you’ve abstracted the cardinal directions, and how you have “encounters” on the squares with a miss. I’ve been experimenting with using this general method on a colored hex grid (when you move into a red hex… when you move into a green hex, etc.).

    I did notice a big error near the bottom of page 4. “Letters closer to A represent being far to the east…” “F6 is Northwest…”. Per your diagram A is west and H is east.

    I found a couple typos on my first read but can’t find them now. When I get a chance to sit down with it a little longer I’ll do a thorough search for typos.

  2. This is interesting! I like how you’ve abstracted the cardinal directions, and how you have “encounters” on the squares with a miss. I’ve been experimenting with using this general method on a colored hex grid (when you move into a red hex… when you move into a green hex, etc.).

    I did notice a big error near the bottom of page 4. “Letters closer to A represent being far to the east…” “F6 is Northwest…”. Per your diagram A is west and H is east.

    I found a couple typos on my first read but can’t find them now. When I get a chance to sit down with it a little longer I’ll do a thorough search for typos.

  3. The idea of using the chess/checker board to represent things getting more difficult and violent imply that the more you try, the harder things are going to be trying to serve and solve the communities problems. Do you suspect that most stories will end with the player being forced off the board, or do you think there will be as many opportunities for successfully helping the community as failing it?

  4. The idea of using the chess/checker board to represent things getting more difficult and violent imply that the more you try, the harder things are going to be trying to serve and solve the communities problems. Do you suspect that most stories will end with the player being forced off the board, or do you think there will be as many opportunities for successfully helping the community as failing it?

  5. Ferrell Riley, I was more thinking that if all you do is use heavy handed approaches then you’ll get heavier reactions when things go bad. I’m not sure if players will feel the need to keep pushing for the simple answers or if they will make a turn when things go bad and try to salvage what’s there. I’m hoping it will depend on the player.

  6. Ferrell Riley, I was more thinking that if all you do is use heavy handed approaches then you’ll get heavier reactions when things go bad. I’m not sure if players will feel the need to keep pushing for the simple answers or if they will make a turn when things go bad and try to salvage what’s there. I’m hoping it will depend on the player.

Comments are closed.