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ONTOLOGICAL DOMAIN TRAITS
When a setting has ontological domain traits, characters, objects, places embody aspects of the setting. They are tied to the existence of those concepts. If a character represents a river, when they die, that river drys up. If a character represents rivers in general, they’re more like demigods. Intersections The characters in Basilisk are minor…
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LOVE’S LABOUR’S LOST
Reading an act of Shakespeare everyday. Structure Notes This play follows a folk structure where 3 protagonists all follow similar paths, falling in love with one of three visiting princesses. Many comedic parts of the play lean on the repetition of events, such as each lover trying to write a letter to their love interest…
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How 40k Organizes Its Rules
You can download some of 40k’s rules here. I’m going to start reading through them with an eye to how they organize the information in the book. This might provide some insights into how GW thinks about rules, and how to design my own rules. I will be working through the information design and game…
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Movement
The figure moves up to 5”. OBSTRUCTIONS: Unless specifically stated, terrain may be climbed. Figures are allowed to climb or move over any obstacle at a cost of 2” for every 1” or partial inch, of height. For terrain specifically built to be climbed, no penalty is incurred. MOVEMENT INTO MELEE: Any time a figure…
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SOUNDTRACKING A MORDHEIM GAME
I’m soundtracking this Mordheim event: I keep saying to myself: you need to write 9hrs of music. I’m not sure if that’s possible, if that’s what people would want, if that’s something that move the event towards something it would like to be. This is what I’ve made so far: I started out with a…
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Tension-Building Style Combat
There are three phases of combat in this style: Fortelling In this phase the enemies signal their threats clearly to the the characters and players. Actions The characters may take an action in anticipation of the fortold threat. Resolutions If the enemy is still able to, they will resolve the threats signaled.
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KEYWORD CONDITIONS
Conditions are derived from the game state. They describe relationships between game objects, a subset of variables tracked by: character sheets, minis, terrain tokens, markers, and the relationships between those permanents. Example Keyword Conditions
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2d8 CAIRN
Cairn is a fantasy hack of Into The Odd. It uses an elegant, roll-under system, where characters have 3 stats for engaging with the world. One thing I really like about this system is that it doesn’t involve making up target numbers on the fly. What it doesn’t have is a curve, and the d20…