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Which direction should we head?
Poll ended at Fri Feb 19, 2016 6:26 pm
Character statistics 23%  23%  [ 3 ]
Combining to form different moves 23%  23%  [ 3 ]
Actions 15%  15%  [ 2 ]
Drafting 15%  15%  [ 2 ]
Limited availability 15%  15%  [ 2 ]
On the fly 8%  8%  [ 1 ]
Total votes : 13
Total voters : 4
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PostPosted: Sun Dec 27, 2015 12:52 pm 
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Step 6: Mechanic submission

Well, we're building this game from the ground up. Forget whatever themes have been discussed—they won't matter until we circle back to the subject. For now, I'd like some simple mechanical submission ideas. What I'm looking for is a one game mechanic that you think would be interesting to build-around. It could be broad, like "a deck building game," or it can be more specific, like "dice that you can improve through specific attachment upgrades." You have a week to submit your ideas. Limit two submissions per person.

Side note: I got SOOOOOOOO many table-top games for Christmas. Gonna break out Exploding Kittens later today.

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PostPosted: Sun Dec 27, 2015 1:14 pm 
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1) You play the game by posting in a forum thread.

2) Your post can target a post earlier in the thread, changing the effects of that post on the game.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Sun Dec 27, 2015 1:17 pm 
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Wait did my idea win? Oh are we doing themes later now? I am confused.

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PostPosted: Sun Dec 27, 2015 1:37 pm 
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We're doing themes later. Designing the game "bottom up" won the vote.

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PostPosted: Sun Dec 27, 2015 3:49 pm 
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Wait a second..... why did you skip step 5?


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PostPosted: Sun Dec 27, 2015 8:49 pm 
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Combining the cards/tokens/posts/whatever of multiple players to make awesome combo attacks/traps/defenses/whatever.
More clearly worded:
You and your team mates can do combo actions by comboing together your actions/ cards/ posts/ dice rolls /whatever we end up using.

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


Last edited by TPmanW on Fri Jan 01, 2016 10:49 pm, edited 1 time in total.

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PostPosted: Sun Dec 27, 2015 9:21 pm 
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1) You play the game by posting in a forum thread.

2) Your post can target a post earlier in the thread, changing the effects of that post on the game.

Is this two nominations or two parts of one nomination?

mjack33 wrote:
Wait a second..... why did you skip step 5?


1. Party or strategy
2. Individual or co-op
3. Symmetrical or asymmetrical
4. Theme submission
5. Theme vote

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PostPosted: Sun Dec 27, 2015 10:50 pm 
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Two submissions. This is so that people can nominate the first but not the second if they choose.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Sun Dec 27, 2015 11:33 pm 
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1) You play the game by posting in a forum thread.

2) Your post can target a post earlier in the thread, changing the effects of that post on the game.

Is this two nominations or two parts of one nomination?

mjack33 wrote:
Wait a second..... why did you skip step 5?


1. Party or strategy
2. Individual or co-op
3. Symmetrical or asymmetrical
4. Theme submission
5. Theme vote


Okay...... now I'm confused why only the part 4 vote got to be its own separate part.

Edit: Also, a large number of "subjects" on the previous page say "Re Step 4: Theme Vote", so.....


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PostPosted: Mon Dec 28, 2015 12:19 am 
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Mechanic 1: Players start in different "locations" (however that is represented in the game) and get bonuses once they "meet up" with other players.

Mechanic 2: Randomized events to throw twists into the game, generally to the detriment of the players.

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PostPosted: Mon Dec 28, 2015 1:05 am 
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Mechanic 1: Players have a character with a specific role or job that they can grow better at as the game progresses; a tiered level up system so that you make choices on how your character grows which impacts your ability in the late-end game.

Mechanic 2: Halfway through the game one player becomes the traitor. Nobody but the traitor knows who is the traitor. Traitor wins if the players lose.

I designed both mechanics to be used together or separately. My idea is basically a cooperative rpg board game with a mid-late Traitor twist. Think D&D mixed with Betrayer at the House on Haunted Hill.

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PostPosted: Mon Dec 28, 2015 2:11 am 
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mjack33 wrote:
1) You play the game by posting in a forum thread.

2) Your post can target a post earlier in the thread, changing the effects of that post on the game.

Is this two nominations or two parts of one nomination?

mjack33 wrote:
Wait a second..... why did you skip step 5?


1. Party or strategy
2. Individual or co-op
3. Symmetrical or asymmetrical
4. Theme submission
5. Theme vote


Okay...... now I'm confused why only the part 4 vote got to be its own separate part.

Edit: Also, a large number of "subjects" on the previous page say "Re Step 4: Theme Vote", so.....

I probably forgot to change the title for part five.

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PostPosted: Mon Dec 28, 2015 8:04 am 
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1) Co-op drafting game with traitor elements.
2) Relative positioning of non-unit pieces matter (e.g. worker placement game where you make patterns.)

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Last edited by Mown on Tue Jan 05, 2016 9:01 am, edited 1 time in total.

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PostPosted: Mon Dec 28, 2015 3:54 pm 
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I don't see much difference in making a mechanic then forcing a flavor onto and making a flavor and forcing mechanics into it.

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I never take anytihng Lily says seriously, except for when I take it personally. Then it's personal.
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People, buy more stuff.
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PostPosted: Mon Dec 28, 2015 4:54 pm 
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They're dynamically different. Starting from flavor forces you to fit and consider mechanical ideas that express the story you're trying to tell. Mechanical design forces you toward building a fluid machine that you hopefully can attach a story onto. They're similar, sure, but they tend to yield different results.

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PostPosted: Mon Dec 28, 2015 11:10 pm 
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Barely.

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altimis wrote:
I never take anytihng Lily says seriously, except for when I take it personally. Then it's personal.
WotC_Ethan wrote:
People, buy more stuff.
#WotCstaff
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PostPosted: Tue Dec 29, 2015 2:32 am 
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LilyStorm wrote:
Barely.

Bottom up games tend to be more balanced and have creative mechanics. TOP down games tend to be more flavourful but have a less efficient system.

My experience.

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PostPosted: Tue Dec 29, 2015 6:02 am 
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I just think it would be far better to do both at the same time.

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altimis wrote:
I never take anytihng Lily says seriously, except for when I take it personally. Then it's personal.
WotC_Ethan wrote:
People, buy more stuff.
#WotCstaff
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PostPosted: Fri Jan 01, 2016 8:13 pm 
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Since I liked it as a suggestion, I'll add "dice you can upgrade" as a mechanical idea to approach.

I'll put a poll up over the weekend. You have until sometime then to finish your ideas.

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PostPosted: Sat Jan 02, 2016 12:50 pm 
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The traitor should be called "the troll"

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