Oh, who am I kidding.
I'm itching to write a proposal so I'll just go ahead and write the
proto now. If it still doesn't seem great, then I'll scrap it.
On 10/13/2018 9:01 AM, ATMunn wrote:
To be truthful, I hadn't thought much about how combat actually
works.
I'm at the point where I think I'
To be truthful, I hadn't thought much about how combat actually works.
I'm at the point where I think I'm possibly trying to hard to make this
a thing, and so maybe I should just let it go.
On 10/13/2018 3:10 AM, Aris Merchant wrote:
I'm not sure about the Pirates. I'd tend to either just do
I'm not sure about the Pirates. I'd tend to either just do NPCs or
just do players for the first iteration. How does combat work? Some
rock-paper scissors type thing?
-Aris
On Tue, Oct 9, 2018 at 6:22 AM ATMunn wrote:
>
> Hm, I see what you're saying.
>
> I think the problem is that recently I ha
Hm, I see what you're saying.
I think the problem is that recently I have been thinking a lot about
real-life board games, which generally require some amount of complexity
to be interesting. (Of course, there are those games every now and then
that manage to pull off something genius with a t
Please forgive me, but, well... This still suffers from the problems of
complexity and and lack of focus that the current system does.
I think the problem is that you’re trying too hard to be intresting. In
short, you’re enjoying the rules and ideas you’re coming up with. That
means that you want
After some feedback on my last message and some time outside earlier
today, I've refined my Putting Agora in Space idea. The biggest
"complaint" on that was that it was too broad and too much like the land
system which is likely about to be repealed. So, I've thought about it a
bit, and here is th
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