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War of the Wheel (Tabletop game design)
AyGee posted a topic in Three Frags LeftHeya people! This is another one of those things I couldn't -quite- find the section for, but I figured this would be the best place to post queries on traditional gaming. I've been typing away at designing my own tabletop war game from time to time, and I've been trying to pick other peoples' brain on the topic. So far, everyone I've talked to IRL has failed to give it a glance; and while I posted it up on Dakkadakka, I fear people might have smelled the furfaggotry when I posted a prototype army called the 'Vulpine Legionnaires' and have been steering clear ever since. But hey, people are busy, and for as big as it seems Dakkadakka sure has a lot of sections that can go without updates for quite some time. So, I'm going to throw up some of my materials here and see what you guys think! The original Dakkadakka thread can be found here: http://www.dakkadakka.com/dakkaforum/posts/list/693901.page I'm not quite feeling up for typing all that out again, so here's a quick rundown of some of the major points/goals in designing this game: - d10 base, roll low system; 1's always succeed, 10's always fail; you're basically trying to roll at or below a number - Reduced bookkeeping; no multi-wound/hp models, all actions taken do not have to reference previous turns or phases to determine what is possible or what modifiers are in effect. - Standard turn format; one player goes through all the phases, then the other player goes through all the phases, alternate until victory is achieved - Wound/Recovery system; models that fail to defend against attack are Wounded. They stick around the board until the end of their controlling player's turn. - Unit-based combat; models in a group roll together as one entity. Those of you familiar with 40k/Age of Sigmar will get the idea. - No points system; game size is determined by number of units each player will take - Lots of anthro armies! If anyone wants to peruse the rules or, hell, even playtest the system a little, feel free to do so. I'm looking for some pretty general critiques at the moment, mostly to figure out if anything in the system is broken, or if the rules are written coherently enough to glean gameplay from them. Er... I wanted to attach the files here, but the forums won't allow it. Just scroll to the bottom of the Dakkadakka post, and the most recent updates should be there; I've got the main rules, and stats for two prototype armies.
Recently bought to my attention, there is currently a Kickstarter campaign up for a tabletop game book 'Genlab Alpha', in which the players take on the roles of mutant anthropomorphic animals in an apocalyptic future. The website says it better than I can: https://www.kickstarter.com/projects/1192053011/mutant-genlab-alpha What I can tell you is that the original game this is based on is very good, and the production qualities easily on a par with Wizards of the Coast. It was a loose 'sandbox' style tabletop game with an emphasis on base-building and several interesting meta-systems. I presume that this spin-off will follow a similar course, though I can't say for sure. I do know that it's stand-alone though, so you don't need the original 'Mutant: Year Zero' to play it. Last I looked it had already soared past double its required funding level less than six hours since launch. It's looking very nice indeed. Lookitty: