The Monday Game: Mistgore

Quick notes/changes for Boatbuilders before we get into the meat of the design for today: Having attempted to build the boat structure a few times now, I can reliably say the best way to do so is so that each edge of the initial vertical Hull overlaps. This makes for a stable-enough base structure that the Deck and finally Sails can be added on.

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Like this, but you can get away with way, way less of an overhang. Alrighty, that said, moving on to Mistgore!

Cool Text - Mistgore 185762855302091

So, I had a typo when I mentioned how the die comparison works in comparing it to Warhammer’s Strength vs Toughness chart. In actuality, it will be more of a Weaponskill vs Weaponskill test:

  • Your Stat is equal to enemy Stat: 4+
  • Your stat is greater than enemy Stat: 3+
  • Your stat is twice or more than enemy Stat: 2+
  • Your Stat is less than enemy Stat: 5+
  • Your stat is half or less than enemy Stat: 6+

Average/human baseline for all stats will be 3, which should give us a decent range to work with assuming any stat is capped at 10.

So, below the cut are my design parameters for Mistgore. Remember that this is the same underlying system as for Triumvirate, so I want to try and keep whatever aspects of those two similar that I can.

The Parameters and Initial Ideas

Firstoff, we have the parameters I’ve designed, based off of my eventual goals for the project as a whole:

  • Ease of Play
    • Same as Triumvirate: I want the game to be, at its core, simple and quick to play. I’ve found that it’s far easier to teach a simple system and tack on simple systems later to get a complex result, rather than make a complex system that is difficult to learn, and somewhat inflexible when it comes to alteration.
    • As a result, a lot of inspiration for mechanics and such will be based from One Page Rules and Mantic’s Kings of War
  • Shared Mechanics
    • Also like Triumvirate, I’d also like to share this mechanics system between this game, Triumvirate, and another skirmish grid-based game system I’ve been percolating ideas on. That latter game setting is, at the moment, in a similar setting as Triumvirate, but my be subject to change.
      • Actually, now that I think of it, that would be an ideal system to use with ideas from Terafie instead. I may use Terafie and a healthy helping of other setting ideas as well versus having everything be snow-covered whiteness.
    • This will probably be the 10-based Melee, Ranged, and Defense system I’ve been working on. On the surface, it works as I outlined above. Adding into that will be a suite of universal special rules and possibly some keyword inspirations/weaknesses that can give limited bonuses/penalties as well.
  • Low to High Differentiation
    • Here’s where we take a big step away from Triumvirate; there, units were largely defined by abilities, and tended to be very different and diverse right off the bat. With Mistgore, because the warbands will be changing and evolving over time, we want to avoid front-loading them with abilities, so the level of abilities will be fairly muted at first glance because so much comes into play as units become more varied through their experiences.
    • Part of this will be setting up robust unit equipment and option lists; that way, there’s tons of stuff you can buy/modify your unit with, but it’s not necessarily built in from the get-go and requires a substantial resource investment to utilize.
  • Progression Speed
    • Another important aspect will be to determine how fast we want warbands to grow and change. While I don’t want a warband to be burning through a hundred games in a single City module, I also don’t want to handicap it such that it feels like you only get a single or small handful of things you unlock before you’re “done” with a City module.
    • I think the best way to limit this will be to place a cap on the net bonus a warband can get in a city. Let’s say that’s around 10 or so: bad things like injuries/scars/etc increase the net bonus cap by +1, while neutral events (gain and lose a thing, or get temporary, minor, or inconsequential change or bonus/penalty) don’t affect it or count against it. Bonuses beyond that get converted into XP, and so beyond a certain point the rate at which units improve over games drops significantly.
  • City Modules
    • One of the key and central tenets of the game will be the shifting cities. the background narrative is that bands of survivors are fleeing in the face of a seemingly unbeatable apocalyptic horde of death and destruction, and moving temporarily into abandoned or already-battle-ravaged cities.
    • This provides a change of pace and scenery, a valid reason for new player buy-in to the planned Patreon, a chance to purchase and find new events, equipment, and mercenaries, and a Choose-your-own-adventure mini-adventure you can run through with some of your units.
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Like this, but with (probably) fewer Jedi allegories

Closing Thoughts

I’m actually planning on working on the mechanics and single-page basic rules document tomorrow, so this will be continued tomorrow!

Please let me know what you think of the general ideas so far in the comments and reblogs below. Cheers!

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