I lied, didn't I? I'm sure you're very upset, imaginary readership. I apologise.
06/02/2012
Sorry
Posted at 01:18 0 comments
20/11/2010
Oxford
is a big city, full of smart people. For now, my disguise has held!
Posted at 00:44 1 comments
08/07/2009
20/06/2009
Twitch Weaponry
Posted at 18:47 0 comments
16/06/2009
Silly dice mechanic
Devised an amusing dice mechanic. You roll a pool of dice (d6s currently) based on your competency (3, 4, 5 or 6), and the objective is to get a pair of dice with the same face-up value, and that value to be above the target number.
Posted at 19:25 0 comments
Labels: tabletop RPGs
12/06/2009
Really really short posts?
I haven't the willpower to make long posts. So instead, I'll make very short posts. Sometimes questions, sometimes concepts, sometimes solutions.
Today will be a question.
In a tabletop RPG, how viable is it to have specific rules for melee resolution, and is it possible to form a system that intelligently handles one combatant fighting many combatants at once?
Oh, and another question too.
Would that be fun?
Posted at 23:23 0 comments
Labels: tabletop RPGs
03/10/2008
Think random development thoughts!
I was talking to someone yesterday via IM about an addon for Garry's Mod (though it's a generic thing I'm going to address). He proposed something, and we talked about whether it's possible, the complications involved, the complications in making it accessible to players and not a risk for people using it, and finally whether the end product would be worth the effort involved.
Doing this allowed me to make a few observations about discussing development with someone who isn't a developer:
- They'll make a lot of valid points, especially some good ones relating to the accessibility/method of use of something, but they can easily misjudge how big a concern their points are, especially in early development. For example, the person I was speaking to thought that keeping players from ruining other's fun, or crashing the game for themselves or others, was a serious consideration for a tool right from the start of development. In reality, restrictions and limits are easy to implement compared to the main bulk of the features.
- For obvious reasons, they can't know whether something is possible. Therefore, you spend an inordinate amount of time exploring the realms of impossibility unless you want to prevent them contributing at all, which is of course wrong. I had the peron I was talking to attempt to persuade me I was wrong in saying somehing was impossible at one point, which was REALLY awkward.
- They severely undervalue random spontaneous combustion of any entity.
Posted at 22:53 0 comments