wick

neurobiologist Β± game & web dev

My only two design tools:
[1] "What is the experience we're trying to create" is the first & constant question
[2] To make something seem more like anything, put it next to the opposite (big guy/lil guy, happy thing/sad thing)


Crescent Loom
crescentloom.com/
Gaaaaaaaay 🌺
wick.itch.io/aesthetic

wick
@wick

We finally did the thing! I roped my siblings into playtesting a game of Lancer using Legos and a physical tabletop. The sitrep was to destroy five buildings, marked in red, because the Karrakins were using the installation to track their mobile hidden base.


wick
@wick

Things that need improvement:

  • better way to measure tiles. We were doing 4cm/space and had to do a lot of multiplication. Going to try wood dowels with tiles marked + get some kind of grid underlay.
  • similarly, we need aoe templates
  • I used too much terrain, it got messy πŸ˜…
  • should get status rings/tokens to mark lock-on, etc

Things that worked well:

  • it was sick as hell to be able to physically destroy Lego terrain and mechs as they fell
  • we used physical dice? For lancer?? And it turns out clicky clack math rocks continue to be inherently great.
  • witchdice works well on mobile devices for character sheets so not every PC had to have a full laptop
  • different height-terrain was fun, though it made movement costs tricky to calculate

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in reply to @wick's post:

It was! I think I under-equipped the enemy composition a bit because I was concerned with how much else was going on so I only took one stress and structure off the PCs, but the whole game was pretty memorable.