Project P – OR – The big questions

So last week I explained my process for designing the mechanics HERE but now we need to get into story.


And I’m using a very simple concept to do this… what story do I wish to let the players tell?

WARNING, this is very close to rail-roading so the next week will be the fine line and how to avoid crossing it.

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Project P – OR – how to put your idea through a shredder

When designing, you can safely assume that it will come out perfect…


Then be ready to throw it in a bin and NEVER ever play it.

OR you can take the idea and put it through a shredder… OK surely that the same thing right.

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Megagame Madness – The dice are rolled

OK so the plan to extend from Cry Havoc but I need some time to think… so I think


When you think of 2d6, you would normally think of a 2 dice each with 1 to 6.

However there are two other interesting dice type I have seen used or just generally can be bought.

I’ve had a look at these sets as I’m looking for a solution to handle an awkward situation with an idea.

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Zombicide – Tension in Mechanics

Well I’m having fun… and re-rolling Zombicide and Dead of Winter.


And I’m actually agreeing with one of the writers on the comments, Dead of Winter would not work easily mainly because of the way narrative mechanics are intertwined… maybe if you remove the crossroads cards and the hidden objectives, maybe… but in this case I’m siding with trying to answer Wednesday’s Question using Zombicide Black Plague.

Note this is my opinion and I’ll openly admit that… I’d love people’s opinions on this.

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Zombicide and Dead Winter – Action vs. Thriller

I have Zombicide: Black Plague, a game about fighting zombies… enough said.


However, I also have a game known as Dead Winter which is also about zombies but is nearer the Walking Dead; making a combination of systematic and random tough decisions that could result in the death of characters.

So which is better?  Well both… both scratch different itches.

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Delve – a forgiving game with a ruthless theme

Earlier in the week I mentioned the 2 games Carcassonne and Delve and their similarities…


I also mentioned that they changed a mechanic that in theory would result, in theory, in a harder game.

If you need to

In Carcassonne you get 8 meeples that once you deploy you can only get back when you complete specific locations; in delve, you only have 5 pieces.  You’d think that actually making it harder.

Even so, the designers actually can get away with it… this is why I think they get away with it.

This is a long answer…

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Sands – Time turns to the “Perfect” character.

So you’ll notice that I’m not using a game, book or movie title for this blog…


…And this is because I’m writing up on a designing project; and how to place focus on the story and not the stats.

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RPGs – What a single change can do

I’m in the middle of a break designing and running my system…


It’s currently going well but I’ve recently changed two separate things, health and how magic works.

These changes are minor in the grand scheme of things but the result but they have actually caused me no end of trouble.

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Critical Role – a change in the way I see…

I’ve constantly enjoyed watching Critical Role, itmejp’s RPG sessions as well as other RPG youtube sites.


Yet I have found myself in a situation where I’m looking at this less and less, not because I am being put off by the shows but for a completely different reason…

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Super Dungeon Explore / Super Dungeon Tactics

Sometimes, you miss a game on Steam because the steam library is so dense… this is one of them.


In 2011, there was a board game called Super Dungeon Explore based on retro 8/16-bit Japanese RPGs; where one player plays the fantasy enemies and the others play the heroes trying to defeat the enemy.

Five years on, Soda Pop Miniatures worked with Underbite Games to creates Super Dungeon Tactics; a strategy game based on the original game… yet there is something different from the original game.

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