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Someday I will complete a game

I'm back and getting used to the new site. I will have to work up the willpower to write a critique of the current GDS, maybe I will do that tonight.

Games I'm working on at least in my head.

Juggerthine War: A small wargame with a political component, Have a prototype board and some chits made.. Based on the juggerthine rebellion in the roman empire, A footnote conflict mostly except that it was the turning point in rome between an exclusively professional military of nobles to allowing the common man and rabble forces into the roman legion.

Need to do: Read more about the war, the game can only get better if I understand the conflict better.

consider redesign on the fireydragon/counterstrike line, they publish small war games. currently Jugger has two sided chits but it seems like this company does single sided ones. I'm not seriously thinking that the game will get published but making it conform to the companies regular design philosophy can't hurt. and having limits may help the game seem completion.

LiveRail: My reverse railroad game where the map starts out full of rails and the players tear them apart. Currently I have some nice bits made for it. I need to work up a map and a set of rules. I haven't liked it in solo playtests yet.

Need to do: Get the willpower to work on this game again. I have lost steam on it, though I do like the concept and theme.

Kennywood is haunted: This game is just a concept right now. Kennywood park is a themepark in pittsburgh where I live. The game would have a feel like an episode of scooby doo where the players are teenagers who stop some horrible haunting from killing everyone in the park. I have some concepts that I like in the game but no solid mechanics to go with them yet. This may be a solo game or not.

I want there to be two subgames in it. one for attractions like haunted houses and kiddyland, and another for roller coasters. Having a hard time thinking of something fun to do with coaster that feels fast and out of control.

Wainwrights End: Another horror game. only this one is a drafting style game. The board is an island community in Maine. It has several locations broken up over it. Each player plays a color set of pawns. This is a card drafting game where the cards have various abilities to move pawns, create monsters, upgrade monsters, give pawns abilities. The monsters are community controlled. As are the pawns.

What to do: Write up a bunch of cards, monsters, and make a board. This game is still wide open.

Unnamed post apocalyptic game: This is what I have most recently been working on, It is of a more limited scope. I want to make a mostly pencil and paper solo play game. Looking to make this like magic realm. daily programmed movement, time limit, variable board, variable powers, variable goals. I have a skeleton of rules set up now. I want to complete this game since it is essentially a print and play and seems a good way to get my feet wet. The final game will require a print out of the rules and charts. Paper, some six sided dice and a pawn if you want to get fancy.

What to do: type up an outline of rules. Change the charts that I have made so far. Rework the combat mechanic some.

Comments

Lots of nifty ideas!

I like your ideas a lot. I wish I wasn't so busy on my own projects; there are ideas I'd love to bat back and forth with you. So it goes...

if there is one thing that I

if there is one thing that I have learned here is ideas are cheap. The execution is the tough part.

I disagree

Finishing isn't the hardest part. Getting the opportunity to pitch is the hard part.

I haven't got there yet :)

I haven't got there yet :)

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blog | by Dr. Radut