Game Design

Blacklist Games Running Brook City Board Game Kickstarter

Tabletop Gaming News - 2 May 2018 - 3:00pm
There’s a crime wave sweeping through the city. And only you, your partners, and your feathered hair can save the day. That’s what you’ll be doing in Brook City, a new cooperative board game from Blacklist Games that’s up on Kickstarter now. Players will take on the role of tough city cops trying to halt […]
Categories: Game Theory & Design

Orc Stabr RPG Up On Kickstarter

Tabletop Gaming News - 2 May 2018 - 2:00pm
RPGs tend to have a lot of moving parts to them. Characters, classes, races, equipment, monsters, and on and on and on. RPG books tend to be some of the bigger game books that we’ve got on our shelves. Well, Orc Stabr is the opposite of that. It’s 1 page. This fantasy RPG where you […]
Categories: Game Theory & Design

Pandasaurus Announces Nyctophobia Board Game

Tabletop Gaming News - 2 May 2018 - 1:00pm
It’s amazing how much we rely on our sense of sight. Most of the information we get about the outside world is via our eyes. So, when that is taken away, our other senses must really work overtime. And for someone who is used to sight and suddenly loses it, it can be incredibly disorienting. […]
Categories: Game Theory & Design

Renegade Game Studio Announces Wendake Board Game

Tabletop Gaming News - 2 May 2018 - 12:00pm
The Americas had been populated quite heavily for centuries before Europeans set foot on its shores. And as those Europeans moved inland, they found more and more tribes, each with their own ways of life. In Wendake, players take on the role of chief of a tribe living near the Great Lakes. Over the course […]
Categories: Game Theory & Design

Midweek Snippets

Tabletop Gaming News - 2 May 2018 - 11:00am
Halfway through the week already? Man, it sure does seem to fly on by. We’ll see if today is its usual “seemingly longest day of the week” or if we can get on through it. But any way you look at it, we need to make sure our energy’s up, whether it’s a quick couple […]
Categories: Game Theory & Design

Steamforged Previews Pride For Guild Ball

Tabletop Gaming News - 2 May 2018 - 10:00am
The Solthecian Church has taken over the Union in Guild Ball. In Season 4, they’re going to be the Minor Guild for the team, and a bit of restructuring will be done as some players get shifted around as to who can and can’t work for whom. But, since they’ll be their own Minor Guild, […]
Categories: Game Theory & Design

Xas Irkalla Horror RPG Now Available

Tabletop Gaming News - 2 May 2018 - 9:00am
If you’re a fan of horror and the macabre, you might wish that there was an RPG out there that really got you. One just full of strange and grotesque scenery and settings, with themes that really look to stretch your mind and twist it into incomprehensible shapes. Well, Xas Irkalla might be just what […]
Categories: Game Theory & Design

Privateer Press Posts New Monsterpocalypse Preview

Tabletop Gaming News - 2 May 2018 - 8:00am
The monsters are coming back to town this fall, as Privateer Press will be rebooting their Monsterpocalypse tabletop miniatures game. They’ve posted up a new preview, giving us a look at a couple of renders, as well as an updated TerraKhan figure. From the post: TIME TO KAIJU INVASION: T-minus 5 months…. Ten years ago […]
Categories: Game Theory & Design

Z-Man Games Posts New Lowlands Preview

Tabletop Gaming News - 2 May 2018 - 7:00am
In Lowlands, players will be in control of their own farm along the North Sea coast. It’s a rough and rugged land, where the weather can turn instantly. You’ll have to work hard to maintain your land. But maintaining isn’t going to be good enough. You need to be able to upgrade it and make […]
Categories: Game Theory & Design

IDW Games Previews Hey Arnold Characters From Nickelodeon Splat Attack

Tabletop Gaming News - 2 May 2018 - 6:00am
Like Invader Zim, Hey Arnold was a show that I just missed watching, as it came on right after I stopped watching Nickelodeon. However, also like Zim, I know that it’s a rather beloved show by many with a following still to this day. So I know many of you will be excited to know […]
Categories: Game Theory & Design

Steal This Area: Rhymereach

Gnome Stew - 2 May 2018 - 5:00am

Here’s an example area to steal for your game generated using my 100 Overland Descriptors Table article. Like the example in that article, I’ve rolled 5 results, and used the first two as general descriptors for the whole area, and the remaining three to apply to sub regions. My rolls are:

46 Cold: Iced – freezing rain coats everything in a layer of ice
24 Inhabitants: Lowlives – slimes, fungus monsters and insects

88 Food: Advanced – uses advanced ag technology like aqueduct irrigation, crop rotation etc…
62 Government: Democracy – government by a representative body
38 Dead: Haunted – spirits, ghosts or just strange feelings haunt the area

  • So for the overall area we have a frigid icy land with ice-encrusted trees and grasses and crawling with slimes fungus and insect monsters. An area like this isn’t likely to be very hospitable to people, so it’s probably populated mostly by semi-nomadic hunter-gatherers, fishers or herdspeople, whose insect livestock graze on what tough icy grasses are available. By the coastline, inhabitants gow an oily saltwater wort. Further inland there is less vegetation and the soil becomes rockier, making agriculture and gathering harder, but there are also flights of large grasshopper like bugs for those willing to travel this far. Technology in this area is fairly primitive and because the light construction suits the nomadic nature of the inhabitants and its ready availability, tools, weapons and armor constructed of hardened chitin are in common use. We’ll set the whole thing on a large bay.
  • Well inland there is a skeletal forest home to a plague of shield sized beetles that range out during the day and strip the nearby countryside of vegetation then return to roost. Among the trees is a village of long low stone and log buildings. The locals gather the dung from the beetles in rope baskets, mix it into a slurry with sea water delivered via a miles long stone lined chanel from the ocean and grow a variety of fungus for food and alchemical purposes, including a few fungus beasts that are barded in chitin armor and used to defend the village from intruders and wildlife.
  • In the middle of the bay there is an island just large enough for the village perched on it. Slickrock village subsists mostly on fishing and wortfields on its coast, but it is also home to several large longhouses built of logs and packed with mud. The Island People have historically stayed out of the conflicts of the various fishing and farming villages and the many roaming tribes of the Rymereach and are equidistant  from most people. After a long history of arbitration and peacemaking, they set up these longhouses to serve as government buildings and house delegations and representatives. Now any major trade deals, territory arguments, and other issues are resolved at regular conclaves here.
  • Encircling the Rymereach is a long stretch of saltwater marsh. While this area would usually be a great resource for the people living in the area, choked with saltwort and rife with biomass, it is said to be cursed and few people will brave even it’s edges. Silence hangs over the marsh and it seems to be devoid of the wildlife that it should host. Those who have braved it’s frigid knee to waist deep muck have reported feelings of being constantly watched, movement seen in the corner of the eye, and strange high-pitched calls, though they have returned with huge pieces of petrified chitin that belong to no known type of insect.

I’ve also drawn, scanned in, cleaned up, and labeled a rough map of the area.

I plan on making several more of these articles and would like to commission some simple maps like the one above. If you think you might be interested, send an email to mapcom.gnomestew AT gmail DOT com. Include the word Details in your subject line and hopefully my filters will respond to your email with more details immediately.

Categories: Game Theory & Design

Guppy - Designing Unconventional Input for Natural Movement - by Christiaan Moleman Blogs - 2 May 2018 - 2:55am
How I created unique controls for watercolor fish simulation Guppy by replicating the movement of actual fish.
Categories: Game Theory & Design

RPG Maker MV Scripting First Impressions - by Dylan Wolf Blogs - 2 May 2018 - 2:54am
An addendum to "RPG Maker VX Ace Scripting Crash Course," covering what's changed about scripting in RPG Maker MV.
Categories: Game Theory & Design

Negotiating Games Deals - 10 Tips From a Video Games Lawyer - by Pete Lewin Blogs - 2 May 2018 - 2:53am
​A quick post about 10 tips that can lead to stronger preparation, smoother negotiations and better deals.
Categories: Game Theory & Design

Judging Judgment: Analyzing Early Access Finances of Our First Indie Game - by Tomer Barkan Blogs - 2 May 2018 - 2:52am
After 2 years in Early Access, I analyze the financial data of producing and selling Judgment: Apocalypse Survival Simulation.
Categories: Game Theory & Design

Character Class: Railroad Compromises

RPGNet - 2 May 2018 - 12:00am
How to deal with railroading.
Categories: Game Theory & Design

Steam key scammers are getting creative - by Milan Babuskov Blogs - 1 May 2018 - 10:50pm
Malicious people trying to extract Steam keys from game developers are inventing new ways to make them look legit. In this article I'm talking about some new tactics they use and how to detect them.
Categories: Game Theory & Design

Using Source Control with RPG Maker VX Ace - by Dylan Wolf Blogs - 1 May 2018 - 10:48pm
It's possible to use source control systems like Mercurial or Git to track your RPG Maker VX Ace project, but there are a couple of "gotchas" you need to avoid.
Categories: Game Theory & Design

Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games - by Michael Heron Blogs - 1 May 2018 - 10:47pm
This is a hopefully human readable version of my recent paper published in the Computer Games Journal. It's about how to assess board-games for their accessibility in various core categories of interaction.
Categories: Game Theory & Design

Inspiration from the great industry we are in - by Ashkan Saeedi Mazdeh Blogs - 1 May 2018 - 10:43pm
In this post I would like to post a set of great videos from the history of our industry and also talk about why we are in a great industry
Categories: Game Theory & Design


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