Tabletop Game Designers: RPGs, Wargames, and Boardgames
Last time I asked for a bit of help creating a system that can determine outcomes without the use of dice or RNG ish mechanics. I got mostly helpful and well mannered advice and continued looking for a solid foundation. I found... something. Thought I'd share.
In this system, players have resources called attribute tokens. These tokens are linked to their three attributes, physique, intellect, and perception. These tokens are spent as a means of guaranteed success, but there's always a catch.
In combat, players and enemies have a pool of attribute tokens that increases by a number equal to the parent attribute every round (I. e. if you have a physique of 4, you gain 4 physique tokens every round). These tokens are used for abilities.
Players and enemies have abilities to attack, react, induce effects, or kill an opponent. These abilities require tokens in order to be activated. A slash for example might cost a physique token and a perception token to hit. Unless the opponent has a reaction, the attack will hit so long as it is paid for. Paying additional tokens can also "critical" a move, allowing it to induce an effect or bypass armor for direct damage; all for the price of a couple more tokens.
After a hit, a player or enemy can increase the total damage dealt by the attack by spending more tokens or just deal the base damage and save their tokens for their next action.
There are reactions, where a player or enemy can parry, block or counter an attack. Reactions also require tokens to use.
Parries can completely negate all damage, but if the attack is critical, a parry will do nothing and the attack will proceed as normal.
Block reduces damage considerably, even criticals and can prevent direct attacks to health. Instead directing the damage to the armor.
I'm attending Essen Spiel for the first time on Thursday, primarily as a large publisher has invited me to pitch my kids game to them. While I'm there, other than soaking in the atmosphere, I'm looking for any tips from experienced designers in order to get the most out of it - some general questions I have below...
As this a huge trade event, is it considered acceptable to approach other publishers at the show and ask if they are interested in a pitch or playing a prototype or does this all have to be prearranged?
Is there a dedicated playtesting area for designers to play with other designers or the general public? I have made use of this at the UK Games Expo a couple times and it has been invaluable.
Is there a publisher-designer speed dating or match-making service?
I was quite surprised at how little information there is online for designers (at least in English) when compared to the UK Games Expo, which is otherwise a much smaller affair.
[For Hire] 2D Artist Looking for new opportunities/jobs | Illustrations, Character/environment , Steam capsule art, Card games, OC´s). For more information or quotes, hit me up here or on Discord: Rick Bastos#2520 https://www.artstation.com/rickbastos
So I've been working on one game mainly for the past week or so, given the temp name "TTT" or "Table Top Tanks". A faster paced game inspired from tank combat.
Your average turn going like this. Collect, Collect all resources from your mines. Plan, a phase to activate any ability cards you may have or card's ability. Action, Declare targets and apply affects to your cards. Roll for damage, Roll a dice(s) for damage. Roll for bounce/armor, Roll dice(s) for a chance to bounce and or negate damage, apply taken damage at the end of this phase. Reset, a phase to use any abilities and or cards that pertain to this phase.
I played a very small play test, just trying to see how dice would be in a game setup like this. I found the format fun, but it seems that the mock battles that I did run, was slow. Finding that I couldn't stick to using a single dice type to make the game a bit simpler to run. I did adjust a few tank cards and re-ran some of the battles I previously ran and it made the game run a lot faster and felt a lot more fair in my eyes. The question is now should I rebalance the tanks to be more balance but still be a single dice type, or rebalance the cards to have multiple dice types to make the game more fair and faster at the cost of simplicity on the player's part.
outside the basic playtest, I have yet to make and use ability cards, brainstorming on what would make sense in the context of the game as well as being well balanced. Some of these ideas being Round Types, Armor Upgrades such as Spaced Armor, Reactive Armor, etc, and Main Gun upgrades. Some Ideas would be be appreciated if you would like to see this project be developed further.
The other game is only really jotted down, nothing has been documented outside of the general idea.
"FLEET" is a table(s)top game about space combat, yes you heard that right, tables. The whole idea around using multiple tables to simulate sectors within space, allow a deeper depth of strategies that cant be found by staying on just one table. Ships can be customized down to the very type of armor you employ on the field, at the cost points (Similar to the force size point system found in WH40K and the tabletop game, Star Wars: Armada).
I'm not sure if players enjoy games that are more complex in design like WH40K or more fast paced games like MTG. If this idea sounds interesting, let me know, I will be developing a basic format later on, but if this gets traction, I will prioritize my work on this game.
Thank you for the help.
I have a few images I want to print on the playing cards though they're high-resolution images and I'm not aware of any issues that may occur. I know that sometimes you have to brighten the images since they tend to be darker after the print though beyond that I'm clueless.
The image resolution is 1152x2048 and is going onto a 2.75" x 4.75" card with Superior (smooth) card quality. With the border (black or white edges) the aspect ratio for the images fit perfectly without any cut. I'll post an example below. My main concern is that the colors won't print right. If anyone has any knowledge I would be grateful if you could help, Thanks!!!https://preview.redd.it/p4faudmmmnr91.png?width=1024&format=png&auto=webp&s=82df47e8679867438907584b4e45262ca827859b
Stealth Mechanics Update
Recently I made a post about stealth mechanics for a game I am designing, and people raised some very valid critiques of the mechanism. After a bit of thought, I’d thought I’d share my updated thinking. There are three different ideas here that verify legal hidden moves.
The Binary System
In the original post, I proposed an 8 by 8 grid and 6 sets of coordinates, where each coordinate only had two options ( please see the post for more detail ). Each square could then be described by a unique set of coordinates, and each vertically or horizontally adjacent square would be described by an almost identical set of coordinates with just one coordinate different. I then proposed that players could have six cards in front of them, one for each coordinate set, and would indicate their move by swapping out only one coordinate. When only one card is exchanged, I posited, other players would know that the player must have moved to an adjacent square, but they would not know either the starting or ending location. This would allow other players to verify that the move was legal, while not revealing the position of the player.
I was wrong.