Category Archives: When Worlds Collide

Weekly Update (8/20/13) Work Continues

This week has been another slow week. Elementary is several more play tests into the development cycle and the changes are working out well. Dig Site is still being rewritten and the iconography is being updated. Other than that not much is going on here so I’m going to go ahead and use this lull in updates to talk about the other projects that are going on.

When Worlds Collide

WWC is still being worked on, but it has been moved to the back burner. The game is going to take a lot more time and effort due to the complexity of the mechanics and I feel that right now my time is best spend working on Elementary. Currently the item decks need to be thought up before there can be any more play testing. Once the items decks are done several round of play testing will determine whether I need to rework any mechanics or if I can continue refining the numbers and general game play of WWC.

RPG Setting

The RPG setting is still receiving some attention. Primarily I’m just taking notes and working on some background for the setting. The dice mechanics are both exciting and intimidating so I’m making notes about how the mechanics will handle situations and whether or not they make sense.

Other projects

There are a few other game concepts I have rattling around in my head and in my note books but nothing yet that is established enough to add to my official project list or to give a name too. The concept that has developed the most is a game where the players are playing deities and struggling to take control of the pantheon while working together to keep ancient evils from destroying the world.

Thanks again for reading. as always if you are interested in helping play test send me an E-mail and I’ll get you the PnP kit for my games.

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Weekly Update (7/2/13) More about Mechanics

This week has been a slow one. The items for When Worlds Collide are moving much slower than anticipated. I have finished off the first two sets of Item cards and I’m about 70% done with the last set. Elementary is coming along nicely, I need to finish designing the cards and write a rule book, which is my least favorite part of game design.

Since I am still finishing up the item cards for WWC I wanted to talk about how they work in the game and the mechanics that surround them. Items are a significant part of WWC since they are a large part of character progression. When I started work on this game my initial intent was to create a Lootfest styled board game and so the item mechanics are a little more in depth than just having a deck that is drawn from.

There are six decks that make up the Items: Weapon Base, Weapon Enhancement, Weapon Socket, Armor Base, Armor Enhancement and Armor Socket. An item can have up to three cards in it; base, enhancement, socket and each part of an item adds to it’s effect.

Bases are what players will start with these are things like chain mail or short swords. Enhancements can be thought of as prefixes, Fiery and Acidic are both enhancements for weapons that add damage types to the weapon. Sockets can be thought of as suffixes for your item bases, Of the Ninja is a socket that affects critical rolls. As players play the game they will gain sockets and enhancements for their items and be able to swap out cards through different means. Additionally there are cards in the decks that are titles for the items an Item can only have one title card attached to it.

The last thing I wanted to talk about in this update is loot dice. I previously talked about the creature cards and mentioned the loot stat which is were loot dice come in. there are several levels of loot dice. Common, Uncommon, Rare and Epic. The dice have sides that give credits, weapons, armor and increase the loot level.  Common items are just a base, uncommon adds an enhancement, rare has both a socket and an enhancement. Epic allows the player to draw two cards from the Base, Enhancement and Socket decks and keep one from each deck. If a player rolls the loot upgrade on the epic loot dice they may search through either the armor or the weapon decks and take one card from each one.

Thanks for all the support. Hopefully next week I’ll have some more pictures to post for everyone.

Weekly Update – 6/25/13 – No Pictures This Week

This week has been great. When Worlds Collide and Elementary are coming along nicely and I’ll talk a little about mechanics from both games.

Elementary:

I got the first draft of all the cards and mechanics finished and will start testing as soon as the new printer arrives.

In Elementary the players will use five resources, four elemental essences and arcane parts, to build arcane equipment which they will use to try and earn Merits from various teachers. A few of the mechanics I wanted to highlight here are how scoring works, player placement versus golem placement, and resource management.

In Elementary the scoring takes place four times and each scoring round is overseen by a different professor who changes how the scoring works slightly. For example the Pyromancer gives slightly more Merits for fire essence than for other types of resources. Players also score when they build equipment for their labs.

There are two types of workers in Elementary, Wizards and Golems, each player only has one Wizard but players can build multiple Golems. Wizards can visit various locations around the school or work in the lab, Golems however can only work in their players lab.

Resources in Elementary are rolled, four by each player, at the beginning of every turn and then snake drafted by the players. Each player will be able to store up to five resources in their lab, ten if they build some equipment. Equipment will also allow the players to convert resources, and produce extra resources.

 

When Worlds Collide:

I’m about 50% of the way through the item cards and wanted to talk about a new mechanic that arose during the rehashing of the item cards. Originally When Worlds Collide used a grid and range was a component of ranged weapons, since range is no longer a component in the game I wanted ranged weapons to have something unique about them that made them different from melee weapons, so all ranged weapons now have a mechanic called “Support” which gives a benefit to other players attacking in the Supported location. Ranged weapons provide various effects under the Support mechanic such as additional damage dice, creature stat reduction, and increasing the number of creatures affected by the attack. In order to prevent Support abilities from becoming too powerful players can only claim one Support affect when they attack.

 

Early testing for When Worlds Collide and Elementary should start in the next two weeks and I’ll be taking copies to Rhythm and Brews game nights starting July 9th. Thanks for all the support guys.