One of my goals this year was to design a game or a mod for an existing game. This year, I decided to get back to poking at Breach: Starship Duels. Right about the time I got my first 3D printer, I discovered Breach and this was the game that really made me say, “Yes, this has to happen”. Over the years, I’ve printed multiple copies of Breach, and this year I decided I was going to print a copy for myself and add the ideas that were bouncing around in my head.
After reflecting a fair bit on this year’s (and last year’s) Warmahordes League, I started thinking about what things I might try for my next league. This is going to read a little bit like a list of recommendations, and, in some way it is, but it’s also meant as a reminder for me for some things to try, so, at present, they are untested recommendations. Continue reading Warmahordes League – Game Design 3→
If you read my last post on the Warmahordes League, you may have gotten the impression that it didn’t go well. In fact, the opposite is the case – it went quite well, and had a lot of things that I think worked out for the better. Continue reading Warmahordes League – Game Design 2→
Now that I’ve run another Warmahordes league, I wanted to take a step back and evaluate how this one went. There were definitely some things that worked well – better than last year even – and some things that didn’t quite go as well as I had hoped. Continue reading Warmahordes League – Game Design 1→
As I mentioned last time, this year’s summer narrative league at The Rogue’s Roost was all about building a custom warjack or warbeast. Another thing I did differently this year, was allow everyone to play two factions rather than one – this allowed a little bit more variability in what you could play and meant that everyone got to design two models rather than just one if they chose to do so.
For the warmahordes league this year, the featured element was designing a custom warjack or warbeast. I went into this with lots of ideas about what I might want to do, and I ended up with something cool and a bit unexpected. During this league, everyone earned cards for games played which gave them a set of random abilities that could be used to upgrade their warjack or warbeast, so the bound on one’s creativity was the availability of a particular ability. This made for some interesting design decisions because I couldn’t quite get everything I wanted, and had to work with what I had.
This year’s narrative league was intended to be one part narrative and one part game design. The narrative part was about writing stories about the characters as they made their journey of discovery and rose to power within their respective factions (you may have read a few here on my blog over the last few months). The game design part was built with the idea of engaging everyone in the group to design a character from a mere solo, through journeyman, and finally as a full warcaster or warlock.