Game Design

River Horse Launches Terminator Genisys: Rise of the Resistance Kickstarter

Tabletop Gaming News - 10 April 2018 - 8:00am
Dun-dun-dun, dun-dun Dun-dun-dun, dun-dun Skynet has taken over the world. The machines are marching through the streets, killing anyone they come across. A resistance movement has formed and the fight for humanity’s survival is on. That’s where you find yourself in Terminator Genisys: Rise of the Resistance, a new cooperative board game by River Horse […]
Categories: Game Theory & Design

Elite Dangerous RPG - Super Traders Sourcebook

New RPG Product Reviews - 10 April 2018 - 7:08am
Publisher: Modiphius
Rating: 5
A lot of interstellar travel is going to be about trade, and this book is filled with resources to help those groups who want at least part of their game to be about furthering that trade - presumably as small-scale independents, given that the game is centred around individual spacecraft. With spacecraft ownership proposed on the scale that we own cars, these are probably the van-men of space in the equivalent of a step-van or small truck. It's also something that can be modelled well for someone wanting a solo game.

First up, Advanced Trading. If you are a role-playing group, a lot of trade will be relegated to the Between Adventures phase. Let's face it, commerce - however necessary and valuable - isn't really the stuff of adventure. However the rules as laid out in the core rulebook make for quite a lot of work, especially for the GM. Unless your GM has unlimited prep time, you probably want him to be creating exciting adventures not writing out price lists. So a more flexible system for working out prices in a given system based on what they specialise in and a bit of die rolling for that random element is provided, with the intention that (provided you like it) it will repace the version in the core rules. Interestingly, this includes an element to model a place that is good for trade being over-exploited, ensuring that the characters move on and don't just run a single profitable route without exploring anywhere else. You can make things more complex, but that really defeats the purpose of using this system.

Next comes New Spaceships. Everyone is always ready for a few more... and the ones presented include large bulk carriers - think 'container ship' rather than 'truck' - for those who want to take cargo-hauling seriously. There requite multiple-person crews, but come with 'hangers' for personal vessels, so characters won't have to abandon their pride and joy if they take service on one of these big boys (the price tag is likely too much for most characters to contemplate owning one). There are also smaller one- or two-man ships optimised to carry cargo at, of course, the expense of speed, manoeuvrability or weaponry.

This section is followed by another on Fighter Escorts - as the big cargo haulers are not able to fight well, they need to have escorts to defend them. The concept here is the small specialist fighting craft, carried aboard a larger vessel and loosed when the need arises. They are smaller than the regular personal vessels previously discussed in this game, basically a flying weapons platform - some are even controlled remotely rather than having a pilot aboard. They have limited life support even if designed to be piloted, and no Frame Shift drives.

Next up is It Takes All Sorts, a selection of backgrounds suitable for people who want to specialise in trade. People have all sorts of reasons for becoming independent traders, these provide some of them - often involving a desire (or a need) to escape the past. Additional Karma Capabilities round out this section.

The Eternal Foe comes next. This section talks a little about pirates before provided a selection of adversaries at spaceship, vehicle and individual scales... mostly pirates but also some other traders to provide a bit of competition!

Finally, this is all linked in to the Random Gemeration System (RGS). There's an explanation of how to use it to create a solo game - this dupliates notes in the Military and Espionage supplements, as you may not have them - of course if you do you can have a very varied solo game indeed! It then moves on to creating encounters suitable for a trading game, as useful for the GM wanting to create appropriate challenges as to the solo gamer, including pirate attacks, police boarding actions and general spaceway encounters. There's a selection of trade missions - all of which could be developed into full-blown adventures, with plenty of supporting notes. In places the other sourcebooks are mentioned, but alternatives are given for those who don't possess them.

There's a lot of good stuff here, particularly if you are on your own or want to run a game in which trading and commerce provides the background to the adventures you want to run. A lot would be useful whatever science-fiction game you run, even if it's not Elite Dangerous, but if you do it captures the very essence of the video game well.
Categories: Game Theory & Design

AntiMatter Games Holding DeepWars Painting Contest

Tabletop Gaming News - 10 April 2018 - 7:00am
The creatures of the sea are filled with all sorts of amazing colors and patterns. Even in the deep ocean depths, bio-luminescence makes sure that there’s still light and color to be found. Now, AntiMatter Games is looking to see how well you paint up their deep-sea creatures. They’re running a DeepWars Painting Contest. So […]
Categories: Game Theory & Design

21 Million Downloads in 2 Months - by Avraham Sibon

Gamasutra.com Blogs - 10 April 2018 - 6:42am
The game was released on December 12 for IOS and already, just 4 days later, it reached 350,000 downloads daily. On December 31st, the game had already surged to an unprecedented 500,000 downloads per day and continued in this way to today. Let's see why?
Categories: Game Theory & Design

Going Rogue-like: When to use Procedurally Generated Environments in Games - by Caleb Compton

Gamasutra.com Blogs - 10 April 2018 - 6:41am
Procedurally generated elements and environments in games can be used to greatly expand the amount of content in a game. However, they can also produce repetitive gameplay and boring worlds. In this article, I look at when to use this technique in games.
Categories: Game Theory & Design

Real Costs of GameDev for SmallPubs & IndieDevs - by Randy Angle

Gamasutra.com Blogs - 10 April 2018 - 6:41am
Regular game features are easier to estimate compared to features that use SDKs, APIs, libraries, and Distribution Compliance that are outside of your own control. Looks the problems plaguing GameDev costs for the IndieDevs & SmallPubs.
Categories: Game Theory & Design

Outpost: Amazon Now Available From IDW Games

Tabletop Gaming News - 10 April 2018 - 6:00am
Welcome to Outpost 2! Being accepted to work at this research facility here deep in the Amazon is an honor. Now… let’s get the hell out of here!! The natives have left. The night surveillance equipment is going crazy, and while science is certainly important, continuing breathing is more important. We’ve gotta make our way […]
Categories: Game Theory & Design

Building a multiplayer game entirely around economic systems

Social/Online Games - Gamasutra - 10 April 2018 - 2:01am

Game develoer John Krajewski pens a fascinating blog post about how the creation and growth of an economy as a tool for achieving your goals forms the backbone of multiplayer play in his game Eco. ...

Categories: Game Theory & Design

Self-promotion adventures of an INDIE DEV - by Pascal Bestebroer

Gamasutra.com Blogs - 10 April 2018 - 1:40am
Every year I set myself a business challenge, for this year (2018) the challenge is: cut out the dependance on other influencers (streamers/youtubers) and (game)press to talk about my game by becoming my own influencer.. of
Categories: Game Theory & Design

Collaborating on an indie sensation - Cuphead - by Pierre-Olivier Mace

Gamasutra.com Blogs - 10 April 2018 - 1:39am
This postmortem is about the contribution we, at iLLOGIKA studios, gave to the highly-anticipated indie title, Cuphead from Studio MDHR.
Categories: Game Theory & Design

Early Access without Steam? - by Martin Nerurkar

Gamasutra.com Blogs - 10 April 2018 - 1:38am
Looking at 6 months of early access sales on itch.io for Nowhere Prophet. All the numbers and graphs you could want.
Categories: Game Theory & Design

Superseeds: Supercity, Part One

RPGNet - 10 April 2018 - 12:00am
A world superpower comprised of superpowered citizens.
Categories: Game Theory & Design

Video: How Rare crafted the look and feel of Sea of Thieves

Social/Online Games - Gamasutra - 9 April 2018 - 2:08pm

At GDC 2018 Rare art director Ryan Stevenson reveals how the studio settled on and crafted the game's unique look, sharing behind-the-scenes insight into the game's visual development. ...

Categories: Game Theory & Design

Skirmisher Publishing Releases Ragnarok: Age of Wolves Miniatures Rules

Tabletop Gaming News - 9 April 2018 - 2:00pm
The Norse have their legends and mythologies. They tell of Ragnarok, twilight of the gods, where there’s this great battle, and even Thor and even Odin will slowly die, one by one. But Ragnarok isn’t a fast thing. It takes place over a long stretch of time. And it’s during the opening portions of it […]
Categories: Game Theory & Design

Wyrd Posts New Monday Preview

Tabletop Gaming News - 9 April 2018 - 1:00pm
Wyrd likes to brighten up our Mondays with their regular preview. Today is no different. Thing is, they aren’t entirely sure what it’s a preview for. Or, at the very least, that’s the story they’re giving us. I mean, it’s a goblin on a recliner that’s also on top of an alligator. So there’s that. […]
Categories: Game Theory & Design

Rebel Minis Releases Two New Rules Sets

Tabletop Gaming News - 9 April 2018 - 12:00pm
Rebel Minis isn’t just content with bringing you one new set of minis rules. They’ve got two. Working with Ex Teixeira from Two Hour Wargames, they’ve got Lovecraft’s Revenge and Deadly Dreams, both of which have their rulebooks up in the Rebel Minis webshop now. From the announcement: Rebel Minis is proud to announce our […]
Categories: Game Theory & Design

Reserve Your Confrontation Classic Box and Get Free Minis

Tabletop Gaming News - 9 April 2018 - 11:00am
Everyone likes getting more for their money. That’s just how we operate. You don’t go around saying, “Wait, that’s on sale. I want to wait until it goes back to full price.” So, if you can get extra, you should do that. Sans Detour is letting you sign up early for your Confrontation Classic box […]
Categories: Game Theory & Design

New GCPS Units Available To Order From Mantic For Warpath

Tabletop Gaming News - 9 April 2018 - 10:00am
As humanity has spread out across the stars, they’ve found numerous hostile alien lifeforms with which they’ve had to compete for space and resources. Protecting them and expanding humankind’s boarders is the GCPS. They’ve got a whole group of new releases for Warpath over in the Mantic webshop. Pre-orders are being taken now, with shipping […]
Categories: Game Theory & Design

Last One Standing Board Game Coming Soon

Tabletop Gaming News - 9 April 2018 - 9:00am
Reality TV can be pretty dull. In the not-too-distant future, they’ve decided that a way to spice things up is by parachuting people into a remote location, load them up with weapons, and offer cash and prizes for the one that’s the last one standing. And that, in fact, is the name of a new […]
Categories: Game Theory & Design

New Releases Available From Warlord Games

Tabletop Gaming News - 9 April 2018 - 8:00am
As usual, Warlord Games has a whole bunch of releases for their various games all at once for us. There’s some Bolt Action. There’s some Black Powder. And then there’s a pair of Hail Caesar. So, if you’re a fan of those eras of play, you’ll want to check out what you can get for […]
Categories: Game Theory & Design

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