There’s been a real smattering of activity recently, plus I had a third kid, so you know how busy that makes life. Plus I tend to slow down on game design over summer since I’m spending much less time holed up by my computer typing stuff and more time enjoying the weather.
Unnamed Dungeon Crawler – now named Glowquest
I haven’t had an unnamed game in forever, but I just can’t think of a good title that encapsulates this game. EDIT: Finally did name it Glowquest. You can see more details on the rules page itself. But basically:
A dungeon crawler with a focus on combat, exploration, looting, and improving and advancing your heroes. Heroes will leave the comfort of their town to undertake expeditions to randomized dungeons, which are represented with square grid tiles from Advanced Heroquest. The game is designed for 1-3 players who each play a role from the classic “holy trinity” of Tank (Defense), DPS (Offense), and Healer (Utility). There is no requirement to have an extra player as a dungeon master who runs the game.
So my nostalgic homage to Advanced Heroquest, with many modern mechanics pulled from all the best systems and ideas. This is currently my focus, and initial playtests are promising (and a bit easier than solo testing other RPGs since the party size is only 3, and the game is meant to be DM-less anyway). I have pages of brainstorm notes and ideas, and I’ve slowly been compiling them into a roughly formatted rulebook. I want to start filling out the Activators (basically special moves/attacks) list for classes/races/equipment soon so I can really sink my teeth into playtesting. I also want to try it with my oldest friends near the end of the month (who literally played Advanced Heroquest with me way back in school), so we’ll see how that goes!
I’ve read White Dwarf since before I was a teenager. I remember seeing Blood Bowl way, way back then, and thinking “oh yuck a football game, I wouldn’t enjoy that at all”. I unfortunately have a bad habit of prejudging things before I try them.
Well with the re-release of the ~4th edition official 2016 Blood Bowl game I finally sat down and tried it with my friend. I played Humans (him) vs Skaven (me), and thought, “hey, this game is basically just tactical movement with an objective!”. I enjoyed it and was pleasantly surprised. Then we brought out the turn timer, and the game went up a few notches for me just from that, because then you had pressure and had to think fast. We did 4 minute turns and I loved it. Soon after I bought a copy of the game for myself, including the Steam PC version (on a deep sale of course). I fell in love with Lizardmen. And since them I’ve played probably half a dozen more face-to-face games and double that on PC. I’m thinking of putting together a proxy Lizardmen team of underwater fishmen from Reaper Mini. Anyway that’s been lots of fun.
Oh yeah and I’ve played like 300 hours of Vermintide 2 because man oh man, you wanna talk about a satisfying core gameplay loop?
A while back I got an actual playtest against a friend with Echo Death. We normally play a monthly Android Netrunner but he was nice enough to try out my half finished game for a night. The game held up pretty well, and has a few areas that definitely need improvement, but was overall a good time. I compiled some Echo Death Playtest Notes that I need to revisit and apply to the rulebook. But for now that’s on the backburner.
White Line Fever
My next game to work on was White Line Fever. I played it a couple of times against my wife, and although it was okay it didn’t feel like driving a car recklessly. So I changed the main mechanic to be a “push-your-luck” style where you can try to get more actions (movement, turning, and shooting), but potentially can spin out of control (wherein the opponent moves you – normally face first into a wall). I also added the idea of record sheets instead of a paperless system. Tough to balance between customization and how lightweight I want the game to be. Either way this version was much more enjoyable. I’ve updated the rules with this “second edition” on the White Line Fever page. So yeah, a bit more polishing needed there, as well as fully printable record sheets (I just scribbled some notes on paper when I was playtesting). But again, that’s on the backburner too.