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Lofwyr's blog

Time to change

Well, I loved blogging and posting here, to be sure. Because my product has moved from development to publication it’s time to end my blogging here and move things over to the official game site. I want to thank all you wonderful folks at BGDF.com for the insights and support. Talking about games and reading the posts here every day has served as an inspiration for my own work.

Overload

I know, I know…what the hell took so long. Well to be honest these blogs have been the last thing on my mind of late. Because I’m at a point of converging interests I find there are simply too many things that need done in a given day. Forgive the lapse in blogging, but it was a necessary evil.

Odds n' Ends

I’ll be honest, I’ve been putting off this blog post for some time now. I find the more engrossed I get with my work the less I want to take time away from it. Since alot of BGDF posts Ive been reading discuss work flow methods, design methods and environments I thought I’d make a post about mine.

I write at a desk featuring a few plants, a large open window, and a modest selection of miniatures. Also on the desk are a number of items that pertain to my work, tape measure, dice, drawing pads etc.

A change in emphasis

Well, first off, sorry it took so long to get another post in but I have been swamped with change logs. Play-tests have been moved up from bi-weekly to weekly and it’s really got me buried. With so much going on as far as expansion planning, the main rulebook has taken on the final (unlikely) version of 2.8. Of course no matter how many times I think the book is done it seems my players will always find a new question or odd instance in which a rule needs an extra sentence added or a seemingly solid mechanic suddenly crumbles.

Pure Combat = Oxymoron

First and foremost let’s get back into heroic action and methods of resolving it. Now, while I do have some level of appreciation for the hit-miss,” you go” then “I go” systems, I didn’t feel they were appropriate to my own design. If I wanted to emulate the actions of heroic Individuals then I had to accept that lumping all of these heroes together in bulk actions is not only unrealistic, but it destroys the illusion. Above all else I wanted players to stay immersed in combat, every moment of every round fully engrossing. This is hardly possible in a classic “turn” based approach.

Mechanics Rant & Chia-Dice

So several folks have brought up aspects of other miniatures games to me recently, specifically, things they didn’t like. To understand many of the choices miniatures game developers make you must first have a full understanding of the games CORE mechanics. Some game systems cannot prevent shortcomings because of the math used to generate statistics, the method used for a to-hit roll etc… While id be more than happy to spend this entire page ranting about what is wrong in the world I thought I’d put these discussions to rest with my own point of view.

The "reality" of mechanics

My wish list, both massive and unorganized, was sucking me down. Like so many things I design, my first thought was to the vivid depiction of combat with no care for game length or complexity. This is a common mistake of miniatures games and certainly a pitfall I faced early on. While a particular mechanic may seem to function on paper, its operation and result clear in my own mind, actual implementation invariably returns a verbose rule set and painfully slow game-play.

Dystopian Steampunk & Miniatures SKirmish

Well, it’s not exactly Victorian... but it’s still steam-punk.

Ever feel like you could do it better? Like, “man what a fun game” but the whole bloody time you’re playing it all you can think is “this could be so much better”. Well, I hope I’m not the only one. I spent ten years war-gaming. For all my painted miniatures and endless battles I came to realize one thing, something was missing.

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by Dr. Radut