Showing posts with label donation. Show all posts
Showing posts with label donation. Show all posts
Thursday, September 6, 2012
Progress!
What's this in your RSS feed? A long overdue update! I'll keep it short because the time I'm spending writing here I don't spend designing the bleedin' game.
Diceless. I'm working on a brick-powered resolution engine, inspired by the feedback from Thomas Laborey and Bastien Wauthoz. I have a lot of notes and a rules set is starting to take shape. I hope to playtest it soon and see how it all works.
Funded. I do not accept Lego donations anymore. Thanks to the donors and birthday presents from friends and family, I have more than I need. Now there's no excuse to not finish Brickworlds.
Monday, October 17, 2011
We're in alpha!
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| Jax and the rescued merchant on a built plane. In the foreground, some dismantled pirates. |
Sean chose the Gladiator minifig with a different, more cheerful head, and I asked him to fill the following template: [Name], the [behaviour] [job] from [world]. He wrote "Jax, the smily (sic) Army captain from Alostorus". He described Alostorus as "a dragon and ninja world".
I showed him the weapon rack, the potion shelves and some miscellanous items and he chose a spear, a round shield and a potion. ("What's the orange potion?" "I don't know... Strength?" "Okay, I'll take it.") He customised his Hero dice with yet another Strength power - I'll explain these in a further post - and character creation was over.
As the Army captain of a border town in Alostorus, Jax was asked by the mayor to look for a missing person. A potion merchant should have come through the jungle a week ago. I won't tell the whole story here for fear somebody steals it and writes a best-seller, but there were pirate slavers, a raging river, a car wreck and a destroyer drone. All in less than an hour.
I got several important lessons from this session.
- Kids wanna build. Sean kept coming up with solutions to overcome obstacles using the handful of bricks I gave him. He built a car to travel to the jungle, a lamp to light his way in the tunnels, a bridge, a ladder to go over the pirate's hideout fence, and finally a plane to bring the merchant back to the town.
- Be more prepared! If I want to use minifigs for enemies and other NPCs, I'll need to have them ready with their equipment at hand. I spent far too much time rummaging for stuff. Good thing I had a few creatures already built.
- More complications! The reaction to the "success+but" rule (the player succeeds but the GM gets to narrate a side effect) was an enthusiastic "Cool!" That's not something you'd get from a seasoned gamer.
- Combat works as planned. I've decided that rolls would be simultaneous attack-defenses and that made everything smooth. With more than one player, I might even do group simultaneous - Tunnels & Trolls style. One roll to rule them all: successes cancel each other and damage is shared among the losing side. With four HPs and potentially two weapons, characters are quite potent, though I suspect unlucky players could see their heroes dismantled soon enough. But that's what potions are for.
- Roleplaying. Nothing to do with the game in itself, but I was pleased to see that roleplaying came naturally to Sean. In the end, he just chatted with the merchant, asking him if he was comfortable in the plane and promising to visit his shop. Win!
Donation update: two great kits were sent via the Amazon wishlist (thanks, Cédric and Guillaume!), and two more were given by my friend and flatmate Chris. Photos are linked on the donors page.
Sunday, October 9, 2011
Design keywords: building and imagination
I'm following a very busy work week with a sleep-deprived weekend, but do not worry, my head is still brick shaped. There might not be a lot happening on this webternetsitelogjournal, or in my notes, but ideas are a-brewing. I've been chatting about the game with some friends and getting more stuff from donors and - sadly for my wallet - the toy shop and eBay. Every acquisition, every conversation has sparked new ideas.
So here's a little insight on what's happening in this square brainpan. Most of my cogitations revolve around two words, building and imagination.
Building a Brickworlds adventure
I want you to be able to build everything in the game : your character and her gear, of course, but also the story itself. I'm toying with ideas on collaborative storytelling but I don't want to go overboard. The game has to be simple and I want old-school gamers to run games for their four year-olds.
Do not expect cutting-edge narrativist story game design. I wouldn't know how to do that anyway. As a player, you will be asked to contribute with story ideas, especially adversaries and solutions to challenges. As a game moderator, you will be provided with guidelines to create your story as quickly as possible (maybe even on the spot) with whatever toys you have at hand.
Imagination is Power
It is in the sidebar here, and it has been the philosophy of Lego since the beginning : it's all about imagination. Building bricks and similar games have a particular effect on our brains: as soon as we get our hands on them, we want to combine them and create things. This is precisely the feeling I want to convey with Brickworlds. You create people and their surroundings, then put them through an exciting story you share with your friends and family.
While toys are a great vector for imagination, I want to make sure that you don't get limited by the amount and diversity of Lego you have. Firstly because it's not about buying more toys, and secondly because I don't want you to limit yourself with the scope of your stories. If your children's room is filled with Star Wars stuff, you should still be able to explore damp dungeons, fight deadly dragons and rescue the damsel in distress.
On the other hand, I want the Lego you have to fuel your stories. So I will make sure your toy chest has a major role in creating adventures. For example, I have two of the Lizard Man minifig shown above on my shelf. I've decided that Hiro and Haru, the Godzilla Twins, will be major villains in my stories.
We will need an easy way to distinguish what in our stories need to have a physical representation, and what can simply be imagined. What do you think? Would you be comfortable with these choices, or are you looking for something else?
So here's a little insight on what's happening in this square brainpan. Most of my cogitations revolve around two words, building and imagination.
Building a Brickworlds adventure
I want you to be able to build everything in the game : your character and her gear, of course, but also the story itself. I'm toying with ideas on collaborative storytelling but I don't want to go overboard. The game has to be simple and I want old-school gamers to run games for their four year-olds.
Do not expect cutting-edge narrativist story game design. I wouldn't know how to do that anyway. As a player, you will be asked to contribute with story ideas, especially adversaries and solutions to challenges. As a game moderator, you will be provided with guidelines to create your story as quickly as possible (maybe even on the spot) with whatever toys you have at hand.
Imagination is Power
It is in the sidebar here, and it has been the philosophy of Lego since the beginning : it's all about imagination. Building bricks and similar games have a particular effect on our brains: as soon as we get our hands on them, we want to combine them and create things. This is precisely the feeling I want to convey with Brickworlds. You create people and their surroundings, then put them through an exciting story you share with your friends and family.
While toys are a great vector for imagination, I want to make sure that you don't get limited by the amount and diversity of Lego you have. Firstly because it's not about buying more toys, and secondly because I don't want you to limit yourself with the scope of your stories. If your children's room is filled with Star Wars stuff, you should still be able to explore damp dungeons, fight deadly dragons and rescue the damsel in distress.
On the other hand, I want the Lego you have to fuel your stories. So I will make sure your toy chest has a major role in creating adventures. For example, I have two of the Lizard Man minifig shown above on my shelf. I've decided that Hiro and Haru, the Godzilla Twins, will be major villains in my stories.
We will need an easy way to distinguish what in our stories need to have a physical representation, and what can simply be imagined. What do you think? Would you be comfortable with these choices, or are you looking for something else?
Sunday, October 2, 2011
Let's get this party on the road
Not a lot of time to post this weekend with the being away visiting friends and researching serious things. On the bright side, I met the first Brickworlds donor and got back with nine (9!) minifigs, including the world famous Beatnick Poet.
I also managed to jot down some notes while everybody else was busy watching the Irish rugby team slaughter the Italians. More questions than answers at this stage, but they'll help me with the unavoidable design choices ahead.
More soon. I have a pretty hectic week ahead of me, but I'm sure I'll be able to post some of the articles that are already drafted in my head. In the meantime, feel free to drop a comment and tell me about what you're looking for in a Lego roleplaying game.
I also managed to jot down some notes while everybody else was busy watching the Irish rugby team slaughter the Italians. More questions than answers at this stage, but they'll help me with the unavoidable design choices ahead.
More soon. I have a pretty hectic week ahead of me, but I'm sure I'll be able to post some of the articles that are already drafted in my head. In the meantime, feel free to drop a comment and tell me about what you're looking for in a Lego roleplaying game.
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