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#that can't be right but thats the math folks
pilwsy · 8 months
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a panel redraw from amazing spider-man #332. the dad instincts were already kicking in even before carnage. i wish i had time for more detail but i'm almost late for work(again)
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morningstar-warriors · 10 months
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Game Eleven
Thoughts and Development
I started recording the sessions, we all play online so I figured, why not! It'd be easy to show folks what they missed if they couldn't make it, or look back on mechanical moments that felt flawed. Plus it's very easy to now find direct quotes from players which is cool!
Aside from this another large development is a new player, Button. He is playing a cat called Ashwind, and plans on making occasional appearances here and there. Button is helping me develop a new kind of Stoneteller, he's into playing Warlocks in D&D so he got me to thinking on how we could make a cat warlock that would make sense in the Warriors world. Right now we're going with a necromancer vibe for his cat, and I'm excited to update the Stoneteller post with our more fleshed out concept.
Present issues that I plan on tackling --
Ability Scores
These guys are kinda... Just there. I honestly don't know what to do with them, they feel irrelevant to how the game works at this time. I may go about adding them to dice rolls for skill checks, or scrapping them all together. In the original game, ability scores were actually meant to represent how much chips you had, but Bug and I didn't like this, it didn't feel very customizable when it came to knacks.
Skills and Dice
So there are 5 points you can have in each skill. I've been playing this in a way where, you add that to your dice roll. Which the standard role in my game is, a 2d6. So if you have 4 points in a skill, it's 2d6+4. Another test player group recommended to me that this could instead be a die pool, so it physically feels like you have more. Visual progression. Aside from dice, I realize game wise, I need to have a better grasp of the skills. Sometimes I feel like some things are... Missing from them? I still can't quite place it though. Like there are some things my dnd brain wishes there were rolls for, but I feel like if I keep refreshing my understanding of the skills that part of me would melt away. I don't think it's necessary to have a million skills, and its important in a cat game to feel like... A cat. An animal. So I think these skills are very important as is for now.
The Knack Problem
There are so so so many knacks. I'm not even sure if knacks are the route I'd like to go anymore. Or at the very least they need a lot of restructuring. I was suggested knacks that cost more chips should be higher level. Since at level 1, you dont have many chips to spare. I think thats wise. Alternatively I could give knacks the "At higher level" treatment, and state that certain actions you could take through the knack cost more/are more effective with the use of more chips. For now I don't know, I can also see the concept of knacks disappearing and becoming something else. I like the physicality of the chips though.
Misc Chips... BOOOOO
So these are dead to me. Way too confusing HAHA! I'm thinking so far everything starts off as a point buy. So you just get 5 chips, put them anywhere its up to you. but no holding onto empty chips, I feel like that just confuses people. My second test player group didnt get it at all and my first one is struggling with it as well. Third group I chose to ignore the idea aaaand that went way smoother lol.
Damage and Health
So I'm debating switching from a number based HP to concepts like Apocalypse or Monster of the Week, where you just have points of "Hurt" rather than a number that slowly dwindles. This would lead to a large restructure of many things I think, so I'm kinda nervous to tackle this right now, but considering my issues around ability scores and knacks, I think this is a necessary path to take. I'll start researching these games further and probably start making the changes once I feel satisfied with the remaining parts of V. 1 that need finishing. Which is Leveling, and the Leader Code.
Beginner and Child Friendliness
So a few times in here I mentioned some math. Adding the ability scores, dice pooling. These things were fun suggestions, but my test player groups also mentioned that the less math, the more player friendly. I know as a kid the idea of a game like D&D sounded fun, but making a character was a dreadfully boring behemoth. I know not all children are opposed to complex ideas and some adding and subtraction, but I do know that most people play role-playing games for the role-play. That's something I want to prioritize in my development. I will say I'm proud of how easy it seems for my test groups to make characters, and learn how to play. I'm glad my writing and guidance is competent.
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