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My Play | Thoughts about analog games | linnaeus.wordpress.com Reviews
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Thoughts about analog games
February | 2010 | My Play
https://linnaeus.wordpress.com/2010/02
Archive for February, 2010 Monthly archive page. My Review of Race for the Galaxy: Rebel vs. Imperium. Race for the galaxy. On February 16th, 2010. My review of Race for the Galaxy: Rebel vs. Imperium. Was posted to Game Cryer. A couple of days ago, and I naturally assume some of my readership would be curious🙂. Feel free to comment, but if you’re getting into nitty gritty stuff like specific cards and strategies, it’s probably best to do it here where you won’t scare the norms😉. On February 3rd, 2010.
More than Maps | My Play
https://linnaeus.wordpress.com/2011/10/06/more-than-maps
On October 6th, 2011. In fact, writing those last couple of sentences gives me a decent metaphor for gamers versus casual game players: music lovers. A lot of people have their taste in music (and clothes and hair, but let’s stick to music) ossify around the time they graduate from high school or college. They love music, but it’s. There’s a relationship between this impulse and the Cult of the New, but that’s another topic for another day. Click to share on Twitter (Opens in new window). Race for the ga...
Comment Policy | My Play
https://linnaeus.wordpress.com/comment-policy
Please note that all reader comments are subject to moderation by Gerald after they have been posted. In particular, comments will be edited, or deleted, for relevance, tone (ie, no ad hominems or other flames), and the use of obscenity or leetspeak (serious or sarcastic – it drives me nuts). Also, please try to avoid using the more confusing forms of gaming jargon. This blog is about both boardgames and. At the end of the day, the key point is:. My house, my rules. Share on Facebook (Opens in new window).
The Trouble with Trias: a Malfunction at the Intersection of Craft and Reward Mechanics | My Play
https://linnaeus.wordpress.com/2011/06/23/craft-trias-scoring
The Trouble with Trias: a Malfunction at the Intersection of Craft and Reward Mechanics. On June 23rd, 2011. In the comments to my last post. It’s a straightforward area majority game in the mold of El Grande. Trias isn’t the only game that suffers from a dominant strategy, but it’s one of the few where the problem resides almost entirely in the scoring mechanics. As such, it makes an excellent case study in the craft of reward mechanic design. Click to share on Twitter (Opens in new window). Not sure if...
October | 2011 | My Play
https://linnaeus.wordpress.com/2011/10
Archive for October, 2011 Monthly archive page. On October 6th, 2011. 9654; View 1 Comment. Race for the galaxy. Written by Gerald Cameron, a resident of Nova Scotia, Canada, who is also known by the screen name Linnaeus in a wide variety of game-related communities. This blog is primarily devoted to my thoughts about German (and other hobby) boardgames, as well as role-playing and story-games. On Race for the Galaxy Strategy A Couple Prefatory Notes. Zen on Strategic Bricolage. On Good Reward Mechanics.
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gamedesignfanatic.blogspot.com
Game Design Fanatic: November 2010
http://gamedesignfanatic.blogspot.com/2010_11_01_archive.html
A blog for game analysis, looking for game balance and better game design. Saturday, November 6, 2010. Hero System 6th Edition – Notable Ideas. Continuing my analysis of the changes in Hero System 6. Notable Ideas I was positive about:. You can now specialize a skill for half cost, or buy limitations on skills. Limitations on skills were technically allowed in 4. There is a helpful suggestion that the GM should only let PC's wake up from unconsciousness, not NPC's. This is one solution to the annoyin...
gamedesignfanatic.blogspot.com
Game Design Fanatic: Hero System 6th Edition – Key Changes
http://gamedesignfanatic.blogspot.com/2010/10/hero-system-6th-edition-key-changes.html
A blog for game analysis, looking for game balance and better game design. Friday, October 8, 2010. Hero System 6th Edition – Key Changes. Last article I described the major changes in Hero System 6th edition, changes that were general in nature. This article I'm describing changes which are specific, but which are likely to affect many characters or come into play in many adventures, or otherwise are pretty likely to be noticed. Key changes I feel improve the game:. 5th Edition merged Public/Secret ID i...
gamedesignfanatic.blogspot.com
Game Design Fanatic: January 2011
http://gamedesignfanatic.blogspot.com/2011_01_01_archive.html
A blog for game analysis, looking for game balance and better game design. Wednesday, January 5, 2011. Examination of the ICONS RPG. Today I’m evaluating the ICONS RPG, a superhero RPG that is based on the FATE RPG system. However, I should note that while there were certain aspects of Marvel Superheroes I thought were pretty cool, even when it first came out I was never too impressed by the way it played; I found it clunky and primitive compared to Champions. So being amused by the parallels doesn&#...
gamedesignfanatic.blogspot.com
Game Design Fanatic: June 2010
http://gamedesignfanatic.blogspot.com/2010_06_01_archive.html
A blog for game analysis, looking for game balance and better game design. Sunday, June 20, 2010. D&D4 Updates Overview - General. I've been impressed at how Wizards of the Coast has issued online updates to correct issues with D&D 4. Now, astral seal comes with the limitation that you can only use it in combat, so normally you can't use it for unlimited healing. But allowing this sort of power creates an incentive for perverse tactics, like intentionally leaving a monster alive but helpless so you c...
gamedesignfanatic.blogspot.com
Game Design Fanatic: Torg Zone Types
http://gamedesignfanatic.blogspot.com/2012/12/torg-zone-types.html
A blog for game analysis, looking for game balance and better game design. Friday, December 14, 2012. So my concept of a dominant zone became one where everything but the Storm Knights was fully transformed to the new reality. September 24, 2013 at 6:43 PM. League of Legends Boost. League of Legends Elo Boost. Subscribe to: Post Comments (Atom). Feel free to look at all the posts and respond to any one, no matter how old. I'm always interested in feedback. Temple of the Beastmen - CNA Rules.
gamedesignfanatic.blogspot.com
Game Design Fanatic: July 2011
http://gamedesignfanatic.blogspot.com/2011_07_01_archive.html
A blog for game analysis, looking for game balance and better game design. Wednesday, July 6, 2011. Dominion Non-Aggressive variant – version 1. What I decided to do was to have the Attack cards become Consequence cards. Instead of attacking the opponent, they attack the person playing them. Of course, this doesn't make them very appealing to buy and play. So to compensate, I rewrote the cards to give them much stronger positive effects, better than cards without Consequences. Ghost Ship: I tend to like ...
gamedesignfanatic.blogspot.com
Game Design Fanatic: Dominion Non-Aggressive variant – version 1
http://gamedesignfanatic.blogspot.com/2011/07/dominion-non-aggressive-variant-version.html
A blog for game analysis, looking for game balance and better game design. Wednesday, July 6, 2011. Dominion Non-Aggressive variant – version 1. What I decided to do was to have the Attack cards become Consequence cards. Instead of attacking the opponent, they attack the person playing them. Of course, this doesn't make them very appealing to buy and play. So to compensate, I rewrote the cards to give them much stronger positive effects, better than cards without Consequences. Ghost Ship: I tend to like ...
gamedesignfanatic.blogspot.com
Game Design Fanatic: May 2010
http://gamedesignfanatic.blogspot.com/2010_05_01_archive.html
A blog for game analysis, looking for game balance and better game design. Thursday, May 20, 2010. Running Away is Hard. I was recently reminded of something I've long found true in most roleplaying and wargames – running away from a combat is very difficult, much more difficult than it is in the source material. Even if the players can get into the situation where they are grouped up and trying to run away as a unit, they aren't out of the woods. Now the characters have to either outrun the enemies ...
gamedesignfanatic.blogspot.com
Game Design Fanatic: Defenders and Offense/Defense Character Types
http://gamedesignfanatic.blogspot.com/2012/06/defenders-and-offensedefense-character.html
A blog for game analysis, looking for game balance and better game design. Sunday, June 24, 2012. Defenders and Offense/Defense Character Types. Even if you successully implement a tank, MMORG-style, the problems that came to mind for defense-oriented tank characters in a tabletop RPG setting can be summarized as: having low offense is boring, getting thrashed so that an offense-oriented character can deal damage feels like you are a meat shield for someone else who gets all the glory. Interestingly, I r...
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My Play | Thoughts about analog games
On October 6th, 2011. Read More and Comment ». Rules Text as a Design Artifact. On August 29th, 2011. Your rulebook must be more than a technical manual. It is a textbook, instruction manual, rules reference, and as the last chance to. Unfortunately, theory about designing RPG texts is scarce. We must rely on general design principles Dieter Ram’s Ten Principles of Design. The best designers the ones who are (1) designers and (1a) coders are masters who we all can learn from, though. A sub-discipline of ...
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