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Cake day: June 28th, 2023

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  • I’m shooting for a combination of the 2 kind of. Think spaced out hexes with montages linking them together. It’s the transition between the 2 that I’m having a hard time with. Maybe looking at games like Fellowship that really specialize in this sort of gameplay for inspiration could be helpful!



  • The campaign and system are all about traveling though dangerous lands from point to point, exploring along the way and staying alive. I think maybe though I’ve put too much emphasis on the points if interest and not enough thought into the travel in between. Possibly this is because there’s built-in pressure to do this as quickly (and sure, safely) as possible, so I never really thought about them actually doing things when they don’t need to slow down and fight/explore.

    Hmm … Maybe doing the “who’s scouting” and prompts like that can be a good lead in and out of these obstacles where things speed up and slow down!


  • The campaign (and system) is all about traveling through dangerous areas from city to city, exploring along the way. While I do generate these areas ahead of time so it’s not completely random and disconnected, there is this built-in slow and quick gameplay pacing. Perhaps it’s just something the game is going to be and I just need to get over making it something it’s not.



  • These are all great ideas! The system I’m mainly running is moving from event to event just like these. A mixture of fights and obstacles, with points of interest also sprinkled in where they can find world building things.

    My bigger concern is moving from one of these to the other in a smooth way, without it clearly feeling like we’re just jumping from one point to another. But … maybe there’s just no getting around that.