The Forge Reference Project

 

Topic: Game Design Assistance
Started by: mratomek
Started on: 2/22/2008
Board: Connections


On 2/22/2008 at 6:28pm, mratomek wrote:
Game Design Assistance

I am looking for someone that wants to help finish a game. The game is about 90% complete--but don't fret. I really want a fresh POV on the game, and if that meant complete tear-down, that is what I would do.

The game is a TRPG (tactical RPG), which is a cool new type of miniatures game that enfuses table-top mini gaming with a lot of RPG elements. Think of it kind of like the rules of the game become the GM, allowing two players to play in a competative, head-to-head fashion without the gaming turning into a I-attack-you-you-attack-me-type game.

Currently, the game is based on super heroes, but the game engine could easily be ported to other genres.

Any interested parties, please contact me.

This is a great opportunity for someone to hop onto something that is fairly cooked and to get some good credit.

MrAtomek

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On 2/22/2008 at 6:40pm, williamhessian wrote:
Re: Game Design Assistance

i am unsure what design you are specifically looking for. what do you need designing?

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On 2/22/2008 at 8:44pm, Eero Tuovinen wrote:
RE: Re: Game Design Assistance

How about starting a new thread in one of the design subforums and telling us more about the game? If you linked to it as well you might get more useful feedback; the barrier to committing to help you is rather high when we know only little about your game, after all. The design forums are there for the exact purpose of faciliating open feedback on projects, you know.

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On 2/22/2008 at 11:36pm, mratomek wrote:
RE: Re: Game Design Assistance

The high-level concept is for a head-to-head, GM-less miniatures/RPG game that still tells a story as players interact with each other. The game plays sort of like a choose-your-own-adventure book, but with two or more people choosing the adventure, and with each decision having an affect not only on the player who made the decision, but also on his opponent.

For example, a game might have 3 scenes. Scene I requires the villains to try an bribe a bank security officer to shut off the bank alarm the day they are going to rob the bank. If they are successful, they enter the bank 2 turns earlier than if they had to break into the bank by themselves. The 2-turn advantage gives them a head start over the heroes that are trying to stop them from stealing a document from a safe deposit box. During the ensuing battle, if the heroes capture one of the villains, they have the chance to battle the villains at their HQ--otherwise, they don't. etc.

By stitching together a variety of scenes that include both combative and non-combative action, you can tell a story with an uncertain outcome.

Furthermore, the rules that govern the sequence of events are there to not only handle the basic game mechanics, but to also lend a level of drama. For example, in combat a character can score both hits and wounds. He can use his hits to score damage or cause other battle effects--wounds can only be used to cause battle effects. So when Brimstone scores a 2+2 attack (2 hits and 2 wounds), he could cause 2 hits of damage and a 2-hit Fatality wound.

The inclusion of the wound system creates some narrative in a game where, otherwise, there would be non (because there is no GM to describe it for you). For example, some of the wounds a character can score are stuns, disarm, knockdown, malfunction, etc.

I am applying this framework to a super hero setting, but it could be used for just about any type of genre.

As far as design help, I would really be interested in someone who is at least intrigued by the idea and who could get into it up to their elbows.

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On 2/23/2008 at 12:12am, Eero Tuovinen wrote:
RE: Re: Game Design Assistance

That's actually a pretty intriguing game description. I'm myself much too busy this spring with projects to take on any commitments, but be sure to let us know how the project develops! Also, I vaguely remember that there actually was a series of two-player choose-your-own-adventure books at the latter end of the eponymous phenomenon during the '80s. You might already know of them, but if not, perhaps checking out how others have implemented something like this would be inspirational.

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