Heh, I have a Masterchef mini cooking along the same lines. It uses the mechanics from Sooga's Five Star Chef game, but I only have time to work on it on the weekends.
You mentioning that made me have to go read that thread God dang it was fun to play chef GladOS
OMG is this that awesome game that I plaed with you all. I think it was! That was soooo much fun!
edit: It TOTALLY WAS. I'm so beyond excited for this mini.
Three(four?)way hosting madness!
Phyphor, jdarksun, myself, and possibly shalmelo are designing a game based off of Crusader Kings 2.
Will it be massively complicated? Yet bet!
On the level of a Blarney/Infidel or Gumpy's recently concluded main? Almost definitely!
Will it be more somewhat more balanced than Gumpy's? Hopefully!
Will it create the potential for hilarious stories about assassinating Bedlam's entire family out of revenge for crashing the Star's Fury? Of course!
Is it totally flexible in terms of size (above a certain minimum threshold I'd peg as like 30? Yes, yes it is!
Do we know when we'll be ready? No, no we do not. Did I mention it will be massively complicated?
It's going to be awesome.
Also, jdarksun would like this not to override his existing request, I think.
And it totally just went on sale today too. >_>
I may have to pick it up just so I have a frame of reference for your crazy game.
"The psychedelic mind is a higher dimensional mind, it is not fit for three dimensional space time."
- Terence McKenna
Don't forget to check in if you'll be going to PAX Prime this year. MrBlarney and I will be hosting of sorts again, with our board(game)room and rallying folks for dinners.
Come play Mafia (and other like party games)!
Also, I am bringing this up again because the Post PAX Party is selling tickets and they could run out fast. I need to know how many tickets I should pick up to get rid of later.
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GumpyThere is alwaysa greater powerRegistered Userregular
Someone buy me a plane ticket to America along with a PAX Prime ticket and I'll gladly rock on down to PhallAX 2012
AssuranIs swinging on the SpiralRegistered Userregular
Oh god, the more I create in this phalla, the more I'm going to need oversight with it to make sure nothing is blantently broken. My inspiration is partly CJ's gehenna game and my VTM fandom. You've been warned.
But, this is more a mechanics question I have for those of you who have run battle phallas:
How do you determine how much damage should be done a night?
Like, if the average player has 10 hit points and everyone can attack, should the base damage be 20% of the average hps (i.e. 2 hps)?
I'd like to hear opinions from multiple hosts and game theorists, as I've mentioned many times, I'm fine with flavor and writing, but weak on the math theory behind it.
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AssuranIs swinging on the SpiralRegistered Userregular
Are you sure you want to set up a battle game without stat pages? Look at what it did to gumpy
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AssuranIs swinging on the SpiralRegistered Userregular
Aye, I realize it's going to be a ton of work, but I'm okay with that fact. I will probably approach someone to help with a stat page (Doe's is amazingly slick) to help cut down on my work load when I get the basics down, but I think I can manage even without it as long as I have an in depth spreedsheet to keep track of things as my values aren't going to be huge.
Hey now, you gotta credit Infidel and I for doing the work on the stat pages. We've put a lot of effort into it, and I'm always grateful for Infidel's support in these matters. Ultimately, they wouldn't be possible without him.
In any case, trying to figure out numbers for battle games is as much an art as it is a science. I've run quite a few battle games and the dynamic changes so much between each one that it's hard to predict what will happen. However, I like to believe I've learned something from each one and each consecutive game has become better. I'll refrain from making any more specific comments until 38thDoe's game has been completed, since I actually did have a lot of say in its design.
As for the question of stat pages, they certainly aren't needed for every battle game. In fact, there are merits that can be said of simple systems that do not require personal pages. I've run a few battle games without the benefit of personal pages and survived the effort. So you've just gotta look at your design and see if the effort of having stat pages is worth it - it all depends on the specific game.
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AssuranIs swinging on the SpiralRegistered Userregular
Ah, I wasn't sure who made the pages, I was just commenting on how great they look. The two of you should be proud of those pages.
Now that I'm a dead shark who is dead, I can maybe continue working on the 40k mini. It'd be my first phalla so I was wondering if there was anyone who would want to give me some tips via PM.
Then I could look at it. August may be a busy time for me, may not Phalla much. Can't guarantee I'd be able to make sure its completely balanced, but an extra pair of eyes is always helpful.
Edit: That goes to both of you if you both want a lookover
Are you sure you want to set up a battle game without stat pages? Look at what it did to gumpy
Its fine for you to do battlegames without stat pages, as long as you A: Minimise the amount of information you need to send out to each player and B: Ensure that, if there's a high player count at the start of the game, it rapidly dwindles to a manageable level
SPECTRUM went smoothly, and it was pretty complicated on the mechanics side, but most things were rolled into a single calculation that needed to be worked out per player and sent out, making it manageable without stat pages (and coding stat pages would have been difficult for it to say the least)
I currently do not have anyone lined up to run a main game next. If you are ready and interested, let me know. I'd like to get a game started soon, so we can try to have two main games before PAX rolls around.
Posts
The interesting thing about Phalla is, people care about the phalla. the theme is at times secondary.
A huge bonus, of course! At times, with a popular theme, you will get people begging to play.
But mostly, its not really the theme the addicts crave, it's the paranoia that comes with the phalla.
what i'm trying to say is, run it and they will come. even if your theme was snugglehug cuddlybunny fluffikins.
Democrats Abroad! || Vote From Abroad
DO THIS NAO. If...y'know...you want to.
Tentative title: V:TM: The [Phalla] for Columbus.
Snugglehug Cuddlybunnies vs. Cuddlyhugs Snugglebunnies
The fighting will be FIERCE.
OMG is this that awesome game that I plaed with you all. I think it was! That was soooo much fun!
edit: It TOTALLY WAS. I'm so beyond excited for this mini.
And it totally just went on sale today too. >_>
I may have to pick it up just so I have a frame of reference for your crazy game.
- Terence McKenna
I went and grabbed the combo with the DLC and what have you with it too, was only like 12 bucks for the whole shabang.
- Terence McKenna
I'll sign up to run a Durarara phalla sometime in August? Will see if I have the time.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Don't forget to check in if you'll be going to PAX Prime this year. MrBlarney and I will be hosting of sorts again, with our board(game)room and rallying folks for dinners.
Come play Mafia (and other like party games)!
Also, I am bringing this up again because the Post PAX Party is selling tickets and they could run out fast. I need to know how many tickets I should pick up to get rid of later.
But, this is more a mechanics question I have for those of you who have run battle phallas:
How do you determine how much damage should be done a night?
Like, if the average player has 10 hit points and everyone can attack, should the base damage be 20% of the average hps (i.e. 2 hps)?
I'd like to hear opinions from multiple hosts and game theorists, as I've mentioned many times, I'm fine with flavor and writing, but weak on the math theory behind it.
In any case, trying to figure out numbers for battle games is as much an art as it is a science. I've run quite a few battle games and the dynamic changes so much between each one that it's hard to predict what will happen. However, I like to believe I've learned something from each one and each consecutive game has become better. I'll refrain from making any more specific comments until 38thDoe's game has been completed, since I actually did have a lot of say in its design.
As for the question of stat pages, they certainly aren't needed for every battle game. In fact, there are merits that can be said of simple systems that do not require personal pages. I've run a few battle games without the benefit of personal pages and survived the effort. So you've just gotta look at your design and see if the effort of having stat pages is worth it - it all depends on the specific game.
I tried to run a battle game without statblocks and I lost power to my house for a week!
With no thread mentioned, the one we're in?
This thread.
3DS Friend Code: 3110-5393-4113
Steam profile
Sorry!
2. Def. get someone to look at it
I am relatively new to phalla so I can't be of too much help to you but... may I take a look? It might help me as well since I'm creating a phalla.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
3DS Friend Code: 3110-5393-4113
Steam profile
August maybe? I have no idea yet. It's going to be based on the universe of DRRR, so that will be interesting.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Probably August. Going to be away for half of next week. Running a phalla from my phone would not be ideal :P
Edit: That goes to both of you if you both want a lookover
3DS Friend Code: 3110-5393-4113
Steam profile
Thanks, I'll turn to you for help
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Its fine for you to do battlegames without stat pages, as long as you A: Minimise the amount of information you need to send out to each player and B: Ensure that, if there's a high player count at the start of the game, it rapidly dwindles to a manageable level
SPECTRUM went smoothly, and it was pretty complicated on the mechanics side, but most things were rolled into a single calculation that needed to be worked out per player and sent out, making it manageable without stat pages (and coding stat pages would have been difficult for it to say the least)