|
Welcome to VBasement Games
|
Written by Greg Gorden
|
|
Wednesday, 27 January 2010 18:11 |
|

So we break hibernation with a casual card game for you. But first, the digression. Last December the VBG board met and decided to explore The Gamecrafter, a game-oriented Print On Demand shop. We decided that card games would be the best fit for us initially, having recently worked on two card games, Henchmen and Strange Heroes. So we brainstormed, came up with a can't-miss idea, and I rushed out a prototype. Then I basked in the warm glow of praise and feedback from my testers ... which is to say the game lay there and stared at the players, they stared back, and not a whole lot of fun was had. So I revised, tested, and revised again. On the last version I would say I got the response all the way up to tepid. The concept was solid, so the problem was my execution. Okay. New plan. Shelve the can't-miss idea for later, and blast out a fun little casual card game, No Real Work. In the game you have a great job with decent pay, good people, and daily challenges ... but the company keeps wanting you to do real work. Clearly, they don't get it. So your object is to avoid as much real work as possible; of course your co-workers have the same goal. So I present to you PDF versions of the rules and the cards for your comments and feedback. Do let me know what you think. |
|
Last Updated ( Tuesday, 02 February 2010 04:20 )
|
|
|
Cure for the Paragon Blues |
|
|
|
|
Written by Greg Gorden
|
|
Saturday, 18 July 2009 22:44 |
|
Midweek Musings this week opens the discussion on the Paragon Blues for DND 4E. Paragon Blues? If you play or DM DND 4E with characters in the Paragon Tier, levels 11 - 20, you may have experienced some of the Paragon Blues: - Combat balance which tips away from the player characters.
- Level-appropriate battles that can take three times as long as their heroic tier equivalents.
- Monster defenses and hit points which have clearly won the arms race against player character encounter and at-will powers.
Wizards is slowly fixing this problem; new feats help address the paragon imbalance, for example. But I currently run a game in which the main player characters are 14th level; I needed, and still need, fixes which would address the balance and help speed up the game. The Paragon Blues hit us big time over the last few sessions. A standard combat, a run-of-the-mill encounter, ran more than three hours; getting through five encounters in an eight hour session was often a pipe dream. The game was bogging down in combat. In an exciting heroic fantasy that DND best describes, 'bogging down' and 'combat' just should not appear in the same sentence. So we experimented with fixes. Most were tweaks that were quickly discarded as not making enough difference to speed of the game to be worth the bother of remembering the rules variant. But eventually I hit upon one that the players enjoyed, and made a significant difference in combat. The solution I have been testing over the last three months or so is included in the PDF you can grab at the link. It uses the concept of formalized house rules and session rules, concepts which I wrote for the Dungeon Masters Guide 2. It also imports a design mechanic I well used in previous tabletop games I designed, such as Earthdawn and Torg; an open-ended die roll for skill resolution. If your players really don't like open-ended mechanics, this won't be for them. The mechanic is intentionally tilted toward the players, so if this clashes with your DM style, then it probably isn't a good fit. But if you are looking for a cure to the Paragon Blues, give these rules a test run. What I would like to hear from you, the discerning reader and RPG player, is what fixes you have used, home brew rules you have tried, and modifications you have made to help Paragon tier players over the hump. I have heard of cutting monster hit points in half; that seemed a little drastic, but if your group has had good experience doing that, I would love to know. Do you add capabilities to the player characters, or do you subtract defense from the monsters? Something completely different from that? So let me hear your tales of Paragon tribulation, and what you have done to make things better for your player characters. I, and my players, would be very interested in what you have to say. Cure for the Paragon Blues |
|
Last Updated ( Wednesday, 22 July 2009 00:09 )
|
|
|
Written by Greg Gorden
|
|
Thursday, 03 September 2009 14:04 |
|
Two independent events collided to form the topic for this weeks's musings: my son's football season, which started today, and Starcraft's further delayed release. Common thread? A philosophy of 'Go big, or go home.' The phrase probably still works for football, but I think it has been usurped in games. 'Go small or go home' is what works in games today. As a result, I think we could be entering a new golden ages for games. I am not saying big-budget console or PC titles don't dominate the landscape. Money talks, and budgets of tens of millions of dollars can speak pretty loudly. But there are newer arenas, such as Big Fish Games, Armor Games, or the iPhone app store, where smaller teams can successfully distribute their efforts and garner an audience. The result is an explosion of titles nearly unimaginable ten years ago, or twenty years ago when the game industry was in the midst of what many people now consider the golden age of game innovation and advancement. The results are predictably bell-curved; with thousands, perhaps tens of thousands of titles out there. A lot of it looks pretty familiar: platformers, tetris-clon es, tower-defense games, dungeon-crawls ... but even in these you can see evolution, nice touches or twists which make the games more enjoyable. There are outliers, such as This is the only level on Armor games, which are enough of a twist to become different sort of game entirely. It won't take you long to find a game differerent enough to intrigue you. |
|
Last Updated ( Wednesday, 27 January 2010 18:58 )
|
|
|
Copyright © 2010 Vbasement Games, Inc.. All Rights Reserved.
|