
Hi! I'm Michael (23M, He/Him). I design games, but I also forage, cook, and delve into other hobbies here. I'm looking to make friends in those hobby spaces, so feel free to say hi!
21 posts
I'm Bored Of Elemental Giants. Use Environmental Giants Instead.
I'm bored of elemental giants. Use environmental giants instead.
Environmental Giants all start out the same, but their bodies take up the features of the place they live in. They become a reflection of their domain.
Giant takes up residence in the cliffs of dover? Not a stone giant. No, that's specifically The Giant of Dover. Its body is made of chalk. It can create dust clouds of chalk with its breath, its shoulders are padded with tufts of short grasses and blackberry bushes.
Giant takes up residence in the ruins of a highway during an apocalypse? That's the I-95 Giant. It has rebar spines along its back, skin of pavement and concrete, and wears wrecked cars as armor.
And to make this idea more dynamic, the giant's form changes as the ecosystem changes. A river gets diverted away from a Giant's domain? Then the Giant dries up along with its land. Now the Giant has an incentive to protect its dominion, and a weakness that its enemies can exploit.
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More Posts from Mikethinkstwice



TTRPG where instead of levelling up to get new abilities you can just yell and new abilities appear on your character sheet.
Will they be good abilities? Not always. But they will certainly be new abilities.
BotW? Nah, I'm on that CotW shit
Chicken
Of
The
Woods

I made tacos :)


They were very tasty
Played the board game Arcs for the first time yesterday! There are a lot of good things to say about this game's design. The turns are snappy, the trick-taking action system is genius, and declaring/scoring ambitions makes you think long and hard on the hand of cards you're given. But I wanted to draw attention to one specific design choice that likely went unnoticed by many, but is invaluable in my eyes.
The design choice in question is the way which HP is tracked on buildings and units! For those of you who have never played a war game before, HP can be a pain to track for individual units, and Arc's entire design philosophy is to deliver the war game experience while minimizing the busywork. And when you have up to a dozen individual pieces on the board per-faction, that can become a real problem.
How Arcs solves this is to use the geometry of the game pieces. Every ship can either be upright (2 HP), on its side (1 HP), or removed from the board (0 HP).
Likewise, every building token is double sided, having both "healthy" and "damaged" sides which you can flip over when taking damage. This also simplifies the math in the game to mere counting. No need to use a calculator here!
Choices like this, while not particularly impactful with how players interact with the rules of the game, are vital to how players interact with the experience of the game.
Simply put, when making a game, keep in mind the physical space your players will be playing in. It might alert you to some problems, and if you're wise, might even offer you some solutions!