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I'm more top-down as a designer and player. I love games with good themes and mechanics that seem representative. I think the BSG or Game of Thrones board games are great examples--they have a really strong theme that has obviously influenced the mechanics, but that doesn't mean the mechanics are weak by any means. I love Dominion and Carcassonne, but my most memorable gaming memories are usually games with stronger themes. Whenever I have ideas for games, its more of a "oh this would be a neat theme" and then I look for mechanics that would best support the theme. This has led to, in the past, very complicated mechanics as I attempt to force mechanics onto a theme, so it seems like a balancing act to me.
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# ¿ Dec 14, 2012 16:32 |
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# ¿ May 5, 2024 08:13 |
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Playtest report for 12 Angry Dice. A bit later than I would have liked but you play when you can play. I played a couple games tonight and it was pretty fun! My buddy and I both plan on playing it again. We did make a couple modifications after we played it, which we think improved a couple basic things: 1) Instead of a linear progression for points we did a bit more exponential, so that instead of 1, 2, and 3, the progression was 1, 4, and 6. This helped make the divide between the points at the end a bit larger while making the game feel more dramatic. Inverting my opponent's 6 to a 1 felt a lot more damaging when I was gaining 6 points rather than just 3. 2) The Freeze card seemed...weak. We found that freezing a card for a turn didn't effect the other's strategy, so we tried changing it to a round, using pennies to mark the frozen dice. It ended up being pretty effective. Locking in a red die in the last round was crucial to my eventual win, blocking my opponent's red major shake-up. I liked this game and I can't wait until you add some flavor to the cards to make them feel more like a courtroom game.
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# ¿ Dec 20, 2012 10:04 |