anyway.



thread: 2011-06-27 : The Dice & Clouds series from 2009

On 2011-06-29, Tyler Tinsley wrote:

Hans:  if it's been a year and change we do need to play again, it's a very different game, though it may still have whatever you felt, if that's the case i would love to know more.

Stefoid: The game designer writes the menus, it's labor intensive and can be difficult. Writing the action menus for deal making took weeks of angst and fiddling.

Downside? I imagine all content in the game has a shelf life. A number of times you would want to play a particular plot or visit a location, use an option on a menu. I'm working on things that will make the plots more variable and longer form character arks to leave players hanging between sessions.

But this shelf life, if it exists, only exists because the game provides more content and does not rely so much on player generated content. This life span could be a functional publishing model for rpgs. I also doubt the self life is shorter then an average euro game so it's not like i'm selling play once modules.

Other then that some people appear really attached to narration before the roll, so it may lose a few people but I think it can work with more so it's not really a loss.

I dont know I'm probably not the best person to ask about down sides? I kind of built the game to my exact tastes. i think overall more is gained then lost but yeah sure your going to lose stuff.

Vincent: The list of attack results is interesting, the fighting and deal actions in my game have shorter but similar lists of results, in this case the result is picked by the player and you need higher rolls to unlock better results.



 

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