during the tirade of the mind i had slowly started to get some things ready for the overall design of the game. a wooden block for a die, a deck of crappy cards no one is going to miss. etc.
by the end of the first night, as i posted those pictures, i was about 70 percent done with the project. shortly after the post, i worked on the movement cards, and almost got them done.
then i took them into work and began coloring them, which with breaks and lunch i manage to finish the detailing of them in about a day or two.
i took time to work on a rule set on the computer, which took roughly a day or so to sit down and work it out in my head. still would like to do a reference card soon.
i added a few more things, like point chits, chits to keep track of how many swimmers have escaped, and a windrose token that is used to designate north, plus i added color to the shark fins, so that each are easy to discern from the others.
all that remains is the final assembly of the cards. the backs are on the cards, just have 54 fronts to put on (yes 54, it includes 2 joker cards.)
more pics, and possibly a video, to come soon.
Saturday, August 17, 2013
Sunday, August 11, 2013
Peircing the Veil: Project Mako
i had told you a few things about my brain beginning to act up again and a leak of something about to erupt. i had no idea it would come to this.
last week, august 6th to be exact, i had a dream about a shark-based table top game. i saw shark pawns that looked like the poster for Jaws, and the swimmer tokens were nothing more than and head and an arm on a flat base to look as if the whole figure was mostly underwater.
i know what triggered this dream: driving past a digital billboard that keeps showing shark week.
anyway, thought it was an interesting idea, but left it at that.
until my afternoon shower the next day, when my brain exploded and spilled out the exact way to make this game happen. my mind sped out of control, spitting out rules and mechanics that i was lucky enough to get down on paper.
my mind continued blasting me day after day, until finally i succumbed to it. i would do it, reluctantly, but i would make the game.
i thought about how to make the pawns, especially the swimmers and the sharks. i wanted to make them with army men and a hot wire cutter, while the sharks would be sculpey based. after a while i didnt think i would be plausible...until my mind again butted in and told me to design it "on the cheap" for now and just make shark fins for the sharks, and heavy cardboard standees for the swimmers.
ok brain, you win.
i'v spent the last several hours designing the game, building the pieces and now i'm almost finished. all i need to do is design a deck of cards and type out a rules set and it's good to go.
to you, the loyal readers, whomever you may be, i give you a picture of what is to come. project mako (since i dont have a better name at the moment) is underway.
until next time...don't go back into the water.
MK
last week, august 6th to be exact, i had a dream about a shark-based table top game. i saw shark pawns that looked like the poster for Jaws, and the swimmer tokens were nothing more than and head and an arm on a flat base to look as if the whole figure was mostly underwater.
i know what triggered this dream: driving past a digital billboard that keeps showing shark week.
anyway, thought it was an interesting idea, but left it at that.
until my afternoon shower the next day, when my brain exploded and spilled out the exact way to make this game happen. my mind sped out of control, spitting out rules and mechanics that i was lucky enough to get down on paper.
my mind continued blasting me day after day, until finally i succumbed to it. i would do it, reluctantly, but i would make the game.
i thought about how to make the pawns, especially the swimmers and the sharks. i wanted to make them with army men and a hot wire cutter, while the sharks would be sculpey based. after a while i didnt think i would be plausible...until my mind again butted in and told me to design it "on the cheap" for now and just make shark fins for the sharks, and heavy cardboard standees for the swimmers.
ok brain, you win.
i'v spent the last several hours designing the game, building the pieces and now i'm almost finished. all i need to do is design a deck of cards and type out a rules set and it's good to go.
to you, the loyal readers, whomever you may be, i give you a picture of what is to come. project mako (since i dont have a better name at the moment) is underway.
until next time...don't go back into the water.
MK
Sunday, August 4, 2013
the unexpected brain leak
i was at work this past week, i believe it was wednesday, and i began thinking about things. just some random thoughts.
i had recently bought a couple of packs of these, and really didn't know what to do with them yet.
then, i thought of a game that i purchased this past winter, called The Quiet Year, a game that uses a deck of cards for events during the period of a year to try and rebuild society.
then, the dam's broke and the flood occurred and i tried to catch as much as i could on paper.
i will be designing a zombie apocalypse game using the mechanics of The Quiet Year, then throwing my own spin on it, and using these cool ass cards with it.
stay tuned, the best is yet to come.
MK
i had recently bought a couple of packs of these, and really didn't know what to do with them yet.
then, i thought of a game that i purchased this past winter, called The Quiet Year, a game that uses a deck of cards for events during the period of a year to try and rebuild society.
then, the dam's broke and the flood occurred and i tried to catch as much as i could on paper.
i will be designing a zombie apocalypse game using the mechanics of The Quiet Year, then throwing my own spin on it, and using these cool ass cards with it.
stay tuned, the best is yet to come.
MK
Tuesday, July 30, 2013
Ressurecting the Past
well, i've found the mother-load. someone managed to digitize a bunch of old Ravenloft adventures and tossed them out into the internet ether. i think i caught a few of them here and there, so i put some evil into my kindle.
additionally someone put the old school munchkin rpg out there ( the 3.0 edition). hmm. tempting tempting tempting. i wonder what else i can find out there.
the creative juices are flowing again, and i'm wondering what my brain is cooking up right now. i envision something fun, light, and enjoyable without the burden of heavy books and the lost time from looking up obscure rules.
something is coming...and i think its going to be cool. stay tuned!
MK
additionally someone put the old school munchkin rpg out there ( the 3.0 edition). hmm. tempting tempting tempting. i wonder what else i can find out there.
the creative juices are flowing again, and i'm wondering what my brain is cooking up right now. i envision something fun, light, and enjoyable without the burden of heavy books and the lost time from looking up obscure rules.
something is coming...and i think its going to be cool. stay tuned!
MK
Sunday, July 28, 2013
Ravenloft: Domain of Dread
today, i want out to my garage where i store most of the games that i have on hand. needless to say, there's a lot of stuff to go through.
anyway, i have an old rubbermaid bin that probably hasn't been open in several years. i know what's in there in great detail: Ravenloft supplemental materials from DND's second edition heyday. several box-sets, numerous modules, and tons of supplements and info.
now, why do this?
well, knowing how well dread intermingled with A Night a Seyvoth Manor. i intend to literally resurrect the dead..these dead modules, and bring them back to life with Dread. i think the synergy between the two will be enough to make this interesting.
Ravenloft via Dread: coming to a convention near you.
time to pick out a few favorite modules, and find some guinea pigs for experimentation.
MK
anyway, i have an old rubbermaid bin that probably hasn't been open in several years. i know what's in there in great detail: Ravenloft supplemental materials from DND's second edition heyday. several box-sets, numerous modules, and tons of supplements and info.
now, why do this?
well, knowing how well dread intermingled with A Night a Seyvoth Manor. i intend to literally resurrect the dead..these dead modules, and bring them back to life with Dread. i think the synergy between the two will be enough to make this interesting.
Ravenloft via Dread: coming to a convention near you.
time to pick out a few favorite modules, and find some guinea pigs for experimentation.
MK
Tuesday, July 23, 2013
ENnies 2013
http://ennie-awards.com/vote/
To my gaming friends; i've been involved in a lot of things, and there are a few products on this list that i have a personal connection to. first, vote for Hobomancer for best E-book, since i know the great people at Hex, and how much work and time went into the making of this book. Secondly, vote for EPOCH for best rules and product of the year, since i wrote a review for the book, and a snippet appears on the back cover of the book. vote if you love games and innovation. that is all.
To my gaming friends; i've been involved in a lot of things, and there are a few products on this list that i have a personal connection to. first, vote for Hobomancer for best E-book, since i know the great people at Hex, and how much work and time went into the making of this book. Secondly, vote for EPOCH for best rules and product of the year, since i wrote a review for the book, and a snippet appears on the back cover of the book. vote if you love games and innovation. that is all.
Dread Cards
sorry, been a while, but i've been working and also manages to misplace a few things that are pertinent to this blog. but i'm back for now.
anyway, i made these cards as a way to put status effects into the game, as an option in case someone wanted to do something, but didn't want to make a pull from the tower. they act as a "Saving throw", like when the monsters of DND put status effects on a player after an attack. i made a rule that you can only have three status effects on you at one time, or you're eliminated from the game. adds another dimension to the game.
the status cards are based off of the heath levels in Vampire, and the types of status effects in DND. there are 13 cards. in no specific order, the cards are:
Bruised: No effect
Mauled: 1/2 movement for one scene unless helped or another character makes 1 pull for you*
Stunned: make next pull with your off hand
Dazed: after next pull, make 1 additional pull with off-hand
Bloodied: Make a complex pull [2] now
Dizzy: Make a pull now
Hurt: very next pull MUST be complex [2]
Wounded: Next pull CANNOT be abandoned
Sickened: next pull becomes complex [2] and pull with off-hand
Crippled: 1/2 movement for 2 scenes unless helped on another character makes 2 pulls for you*
Injured: add 1 additional pull to the next pull
Incapacitated: you CANNOT make or attempt your very next pull
Crossbones: Discard--Draw 2 cards--Stack Effects
some notes:
Off-hand means not with your dominant hand, in case you didn't know. if you're naturally ambidextrous, good for you.
those with the *, when another person pulls for you, both players are at risk for being removed from the game if the tower topples. you just can't throw another player under the bus...at least, for now.
now, i intend to bring back the dead, with these cards, and knowing how well seyvoth manor ran with the dread setting. it's time to go out the garage and open an old box that hasn't seen the light of day in several years. stay tuned friends...
MK
anyway, i made these cards as a way to put status effects into the game, as an option in case someone wanted to do something, but didn't want to make a pull from the tower. they act as a "Saving throw", like when the monsters of DND put status effects on a player after an attack. i made a rule that you can only have three status effects on you at one time, or you're eliminated from the game. adds another dimension to the game.
the status cards are based off of the heath levels in Vampire, and the types of status effects in DND. there are 13 cards. in no specific order, the cards are:
Bruised: No effect
Mauled: 1/2 movement for one scene unless helped or another character makes 1 pull for you*
Stunned: make next pull with your off hand
Dazed: after next pull, make 1 additional pull with off-hand
Bloodied: Make a complex pull [2] now
Dizzy: Make a pull now
Hurt: very next pull MUST be complex [2]
Wounded: Next pull CANNOT be abandoned
Sickened: next pull becomes complex [2] and pull with off-hand
Crippled: 1/2 movement for 2 scenes unless helped on another character makes 2 pulls for you*
Injured: add 1 additional pull to the next pull
Incapacitated: you CANNOT make or attempt your very next pull
Crossbones: Discard--Draw 2 cards--Stack Effects
some notes:
Off-hand means not with your dominant hand, in case you didn't know. if you're naturally ambidextrous, good for you.
those with the *, when another person pulls for you, both players are at risk for being removed from the game if the tower topples. you just can't throw another player under the bus...at least, for now.
now, i intend to bring back the dead, with these cards, and knowing how well seyvoth manor ran with the dread setting. it's time to go out the garage and open an old box that hasn't seen the light of day in several years. stay tuned friends...
MK
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