The Forge Reference Project

 

Topic: Just an annoying Ygg link
Started by: Christoffer Lernö
Started on: 10/3/2002
Board: Indie Game Design


On 10/3/2002 at 8:32am, Christoffer Lernö wrote:
Just an annoying Ygg link

This is not very interesting. Just wanted to say that I put a snapshot of the Ygg document I'm working with on the web.

First off let me say that this is just a "writing down mechanics" thing for me. I don't intend the actual game document be anywhere this chatty and inaccesible. It's more of a reference. It beats posting a big chunk of the text here on the Forge everytime I want to discuss a possible feature.

The formatting is awful too, because I simply saved it from OpenOffice to HTML. Incidentally I'd suggest people look into using OpenOffice instead of spending a lot of cash on Word. I could format it better by hand of course, but this way I can upload new versions with minimal effort and that will probably go a long way in helping keeping it pretty up-to-date.

'Nuff said. Here's the link

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On 10/3/2002 at 9:07am, Andrew Martin wrote:
RE: Just an annoying Ygg link

Initially reading the document, I'm disturbed that there's main and secondary character descriptors. I also keep reading hexpower as horsepower, but that's probably my medication... :)

For the racial modifiers, I'd use Fudge's scale technique, which keeps character attributes on the same scale but allows modification when different scale beings interact.


Enchanting Music
Whispers of Nature - Speak to Nature

These don't seem to fit with the earlier doom and gloom setting. Has that setting changed?


Weird Points

A location has as many weird points as it's mythpower to use against every person trying to overcome it.

I think you mean "Wyrd" instead?


8 Only the extremely skilled could ever do something like this

It seems something is missing after the above line.

I dislike the combat tables. They remind me of GW's Warhammer. I feel they could be replaced with around two or three rules, perhaps.

I hope that helps!

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On 10/3/2002 at 9:13am, Christoffer Lernö wrote:
RE: Just an annoying Ygg link

Don't be too disturbed by the way it looks like right now Andrew. Just see it as a mildly annoying reference :)

Weird, Wyrd and Mythpower is - by the way - not consistent over the document. I know that. It's because I've been poking around with it. Tables are for convenience. You could as easily replace it with "beat opponent skill+7 with skill+1D12". I think it's convenient to write down the numbers in a row for quick look up, a little like D&D used to do with the THAC0 vs. AC. But let's get into that discussion when Ygg is a little more ready for actual testing. If people don't use it then I can throw it out, otherwise keep it. In any case it has the potential to speed up play.

And finally: thanks for taking a quick peek Andrew!

Edit: Forgot about the doom and gloom question. About that... there was never any excessive doom and gloom in my ideas. There where however people who suggested I'd go that way since the demonic magic forces corruption and stuff.
I said then, and still maintain that I don't intend that kind of feel to it. Sure, it's a bummer being turned into a demon because you use demonic magic - from you character's point of view. You, on the other hand, might think it's pretty fun. This is incidentally why I don't make the corruption mess up the minds of the magic users but only let it affect their looks and such.

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On 10/3/2002 at 11:08am, simon_hibbs wrote:
Re: Just an annoying Ygg link

Pale Fire wrote: This is not very interesting. Just wanted to say that I put a snapshot of the Ygg document I'm working with on the web.


Just a few comments.

It's fine as far as it goes. I've got plenty of ideas for games in a similar state of incompleteness. One thing I notice is the very large number of different options and subsections with no detail. I think you'd be better off picking a few things in each category and giving them more detail, rather than writing up big lists of headings which make it look like you're realy biting off much more than you can chew.

I'd focus on fewer options, with more detail in each option. Don't feel you have to give each option, such as each characetr race, the same amount of detail. Once you have one of them fully detailed, I think you'll find it much easier to write up the others.

There's also a lot of implied setting in the game, but nothing explicit. Is this mainly a game mechanics excercise with interesting names for flavour, or do you have a strong idea of what the game world is like?


Simon Hibbs

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On 10/3/2002 at 3:32pm, Christoffer Lernö wrote:
RE: Re: Just an annoying Ygg link

One thing I notice is the very large number of different options and subsections with no detail.


This is mainly due to the original document being a design outline with increasingly fine subcategories. Originally I was thinking of just using that to look at it, but I ended up simply putting all of it as heading. That's why it looks so weird.

There's also a lot of implied setting in the game, but nothing explicit. Is this mainly a game mechanics excercise with interesting names for flavour, or do you have a strong idea of what the game world is like?


Almost all of the stuff is already in my head or on separate documents. I have so much Ygg stuff lying around it's insane. A lot of it is dated stuff which I'm not gonna put in the game (that goes for both setting and mechanics), but I do have a solid vision of it. It's just that I haven't written it down. If there is something in particular that interests you I can tell you more about it. You're very welcome to ask.

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