So I have been mulling reshuffle over, it almost became a board game midweek, but I think I have the basic mechanics down. I want the game to have a high level of interactivity, people mucking each other up and forcing different types of play. So the basic ideas so far are as follows:
All the best
Iain
- Everyone will play a certain parliamentary position with a certain keyword and a special ability
- Influence will be the resource that allows you to win.
- The deck will be played face up so that everyone can see what is coming, even if they can't avoid it
- The deck will consist of three types of cards: News, Scandals and Elections. Just added elections as I think they need to be a different type of card, not just a news card.
- News cards will have a cost to take care of, give an influence bonus to the person who does and have some kind of effect, not always beneficial. They will also have a keyword or two on them relating to the positions above that means if those people do not take care of them then they will lose influence. News will probably cycle over time meaning there is a limited amount of time for events to be taken care of.
- News cards will be played so that everyone can see them in a central pool.
- Scandals will be taken into players hands, forced draws etc. , and can be 'leaked' by other players or 'spun' into other players hands.
- Elections will either have to be played, or cost a lot to put off, not entirely certain about that. What will happen at an election is the person with the most influence can choose their new position, then the next highest and so on.
- The winner of the game will be the first person to get 10 influence. I think they will all start with 5.
- I want the game to be humorous but tactical, and players will have a lot of choices of what to do each turn.
- Players will spend 'political capital' each turn to do different things like: draw cards, bury news and scandals, spin scandals and news etc.
All the best
Iain
Hi folks,
I was toying with starting up a blog at the start of the year, and went as far as to buy a website address. Of course I have inevitably ended up not posting a darn thing so thought I should turn my attentions to using this place a little more. So begins an experiment!
I have been toying with a game called 'Reshuffle' about being cabinet ministers and vying for position as scandals, events and general politcal stuff gets in the way. What I am going to do is post ideas and information as I develop the idea as a kind of insight into how I personally design games. The benefit will hopefully be three fold:
1) I can get some help with the game as I develop it
2) It will let those who are thinking about designing a game follow the process from beginning to end.
3) It will force me to actual write some post on this site, and get more used to updating it regularly.
So, I am going to update this blog at least once a week with information on how the game is progressing and hopefully we will get an actual product at the end of the day.
Should be fun, and hopefully interesting to you fine folks.
Iain McAllister
I was toying with starting up a blog at the start of the year, and went as far as to buy a website address. Of course I have inevitably ended up not posting a darn thing so thought I should turn my attentions to using this place a little more. So begins an experiment!
I have been toying with a game called 'Reshuffle' about being cabinet ministers and vying for position as scandals, events and general politcal stuff gets in the way. What I am going to do is post ideas and information as I develop the idea as a kind of insight into how I personally design games. The benefit will hopefully be three fold:
1) I can get some help with the game as I develop it
2) It will let those who are thinking about designing a game follow the process from beginning to end.
3) It will force me to actual write some post on this site, and get more used to updating it regularly.
So, I am going to update this blog at least once a week with information on how the game is progressing and hopefully we will get an actual product at the end of the day.
Should be fun, and hopefully interesting to you fine folks.
Iain McAllister
The Giant Brain is pleased to announce that 'Revenge of the B-Movie 2: Monsters, Mutants and Mayhem' is now available from our shop.
Now you can let you audiences experience your films 'in 3D', cower before the terrifying 'Mutant', watch in horror as one monster 'Devours' another and throw confetti as a 'Demon' 'Marries' a 'Meerkat'. These and many more options will soon be available for the directors amongst you to add to their twisted visions.
'Revenge of the B-Movie 2: Monsters, Mutants and Mayhem' is playable as a standalone game or can be combined with 'Revenge of the B-Movie' for the ultimate in ridiculous film titles.
The game costs £9 or you can buy Revenge of the B-Movie 1 & 2 for £15. Postage and Packaging is free within the UK and £2 to the rest of the world.
All the best
Iain McAllister
Now you can let you audiences experience your films 'in 3D', cower before the terrifying 'Mutant', watch in horror as one monster 'Devours' another and throw confetti as a 'Demon' 'Marries' a 'Meerkat'. These and many more options will soon be available for the directors amongst you to add to their twisted visions.
'Revenge of the B-Movie 2: Monsters, Mutants and Mayhem' is playable as a standalone game or can be combined with 'Revenge of the B-Movie' for the ultimate in ridiculous film titles.
The game costs £9 or you can buy Revenge of the B-Movie 1 & 2 for £15. Postage and Packaging is free within the UK and £2 to the rest of the world.
All the best
Iain McAllister
Hi folks,
Just a quick one to let you all know that the Giant Brain is now on facebook. Hope to see some of you on there!
Cheers
Iain
Just a quick one to let you all know that the Giant Brain is now on facebook. Hope to see some of you on there!
Cheers
Iain
Happy New Year everyone, I hope you had a good time and that santa was good to you.
The Giant Brain had a great start last year and this year is going to be a busy one. First up I am heading to Conception where I will be releasing the ashcan version of 'Reel Adventures' my RPG of action heroes and diabolical nemeses. I am almost done with this but just want a bit more feedback before I release it later in the year, and want to experiment with the ashcan model to see if it can help. Any copies I don't sell will go out through the shop so keep your eyes peeled.
Later this year we will be releasing at least one expansion for B-Movie, two are in development at the moment and are starting to come together nicely.
These alongside a Stitch ashcan on the horizon and a new card game I have in the early playtesting stages is going to keep me a very busy guy over the year.
I would like to thank all the people and shops who have supported me over the last 6 months and wish everyone all the best for 2009.
Cheers
Iain
The Giant Brain had a great start last year and this year is going to be a busy one. First up I am heading to Conception where I will be releasing the ashcan version of 'Reel Adventures' my RPG of action heroes and diabolical nemeses. I am almost done with this but just want a bit more feedback before I release it later in the year, and want to experiment with the ashcan model to see if it can help. Any copies I don't sell will go out through the shop so keep your eyes peeled.
Later this year we will be releasing at least one expansion for B-Movie, two are in development at the moment and are starting to come together nicely.
These alongside a Stitch ashcan on the horizon and a new card game I have in the early playtesting stages is going to keep me a very busy guy over the year.
I would like to thank all the people and shops who have supported me over the last 6 months and wish everyone all the best for 2009.
Cheers
Iain
Right, so Reel Adventures has been on the back burner since the last playtest at the start of the year, but I have had a few ideas about things I want to do to it.
The problem from the last playtest was that their was no incentive for players to risk the things they create. Basically their was no reason to take action, which was obviously a problem.
The main mechanic works pretty well, and the structure is good, but there needs to be some tweaking to make the game more interesting and also incentivise the players to take action.
So here is what I want to add:
Applause: this would be a mechanic whereby the player would get a point everytime they engage in a piece of action or suggest a piece of action that is taken on by another player. It may tie in more to the mechanic ala inspectres e.g. everytime you pull a king you get a point of 'applause'. Needs some testing obviously.
The basic idea is that this would represent the audiences happiness with the film and their willingness to believe in the character.
Applause would be used to determine who gets to take down the nemesis at the end of the tale, eliminating the need for an arbitary role to determine it, or some complex group mechanic.
Does this sound like it would work and incentivise the players enough? I want to make it a little competitive basically.
Sidekicks: I would like to add in rules for people to play sidekicks rather than heroes. They would still get applause, but maybe for different reasons, assisting heroes etc. They wouldn't be able to take down the nemesis at all, but the applause they would gather would determine if they live or die, how they leave the film.
Anybody got any ideas on what sort of thing should be reflected in sidekick rules?
Random tables: I want to add in tables for inspiration, scene ideas, film ideas, name generators etc.
Written like board game rules: If you have ever played a board game from scratch you know that a lot of board games have their rules written to be understood by a new player. I want reel adventures to be playable out of the box, no need for rules prep.
So anyone got any suggestions, ideas, comments?
Cheers
Iain
The problem from the last playtest was that their was no incentive for players to risk the things they create. Basically their was no reason to take action, which was obviously a problem.
The main mechanic works pretty well, and the structure is good, but there needs to be some tweaking to make the game more interesting and also incentivise the players to take action.
So here is what I want to add:
Applause: this would be a mechanic whereby the player would get a point everytime they engage in a piece of action or suggest a piece of action that is taken on by another player. It may tie in more to the mechanic ala inspectres e.g. everytime you pull a king you get a point of 'applause'. Needs some testing obviously.
The basic idea is that this would represent the audiences happiness with the film and their willingness to believe in the character.
Applause would be used to determine who gets to take down the nemesis at the end of the tale, eliminating the need for an arbitary role to determine it, or some complex group mechanic.
Does this sound like it would work and incentivise the players enough? I want to make it a little competitive basically.
Sidekicks: I would like to add in rules for people to play sidekicks rather than heroes. They would still get applause, but maybe for different reasons, assisting heroes etc. They wouldn't be able to take down the nemesis at all, but the applause they would gather would determine if they live or die, how they leave the film.
Anybody got any ideas on what sort of thing should be reflected in sidekick rules?
Random tables: I want to add in tables for inspiration, scene ideas, film ideas, name generators etc.
Written like board game rules: If you have ever played a board game from scratch you know that a lot of board games have their rules written to be understood by a new player. I want reel adventures to be playable out of the box, no need for rules prep.
So anyone got any suggestions, ideas, comments?
Cheers
Iain
I have just finished putting together a lens for 'Revenge of the B-Movie' on squidoo. You can check it out here!
Cheers
Iain (The Frontal Lobe)
Cheers
Iain (The Frontal Lobe)
'The Giant Brain' is delighted to announce that ‘Revenge of the B-Movie!’ is now available from the fine folks at Indie Press Revolution.
‘Revenge of the B-Movie!’ is a fast playing card game about making ridiculous B-Movie titles. Players compete to make the best(worst?) film titles and sell them to Hollywood for vast riches. After all who wouldn’t want to see 'Killer Tomatoes from Outer Space vs. The Chainsaw Wielding Bikers from Hell?’.
You can read a review of the game here.
All the best
Iain (The Frontal Lobe)
‘Revenge of the B-Movie!’ is a fast playing card game about making ridiculous B-Movie titles. Players compete to make the best(worst?) film titles and sell them to Hollywood for vast riches. After all who wouldn’t want to see 'Killer Tomatoes from Outer Space vs. The Chainsaw Wielding Bikers from Hell?’.
You can read a review of the game here.
All the best
Iain (The Frontal Lobe)
- Mood:
excited
Hi Folks,
Well I am delighted to announce that I have just sold the last few copies I had of 'Revenge of the B-Movie!' to those fine folks at Leisure Games, but this does unfortunately mean that I am temporarily sold out. However, there is more on its way! Yay!
I have recently put in a new order that should be leaving the printers tomorrow. Half of that order will be coming to me here in Scotland and the rest will be winding its way to the fine folks at Indie Press Revolution(IPR). Yes that's right folks you will soon be able to buy the game from IPR and it will also be available through them at Gencon Indy, which I will unfortunately not be able to attend.
More news soon on our forthcoming projects and a chance to get involved with playtesting our next card game. Keep an eye on the site for news, or hook into our RSS.
All the best
Iain
Well I am delighted to announce that I have just sold the last few copies I had of 'Revenge of the B-Movie!' to those fine folks at Leisure Games, but this does unfortunately mean that I am temporarily sold out. However, there is more on its way! Yay!
I have recently put in a new order that should be leaving the printers tomorrow. Half of that order will be coming to me here in Scotland and the rest will be winding its way to the fine folks at Indie Press Revolution(IPR). Yes that's right folks you will soon be able to buy the game from IPR and it will also be available through them at Gencon Indy, which I will unfortunately not be able to attend.
More news soon on our forthcoming projects and a chance to get involved with playtesting our next card game. Keep an eye on the site for news, or hook into our RSS.
All the best
Iain
- Mood:creative
Well the first month of 'Revenge of the B-Movie!' has drawn to a close, I would have posted sooner but life got in the way, and it has been great so far. Since it released I have sold 75 copies and comped 7 leaving me with 18 left. This means I am ready for my second run, woohoo!
My next steps are to distribute through IPR, which is in the works at the moment, look at distribution through Esdevium and hit the stores of Edinburgh and Glasgow to see if they would like to take some. You should be seeing a review in Games Gazette in the not too distant future as well. Guild of Blades are still setting up there webstore but have already had a retail sale out of that so hopefully once that is up and running, the sales will flow.
I have been getting some really nice feedback from people about the game, just saying that they really enjoyed it and to keep up the good work. It is so gratifying to put a game out and find that people enjoy it as much as you hoped they would.
All the best
Iain
My next steps are to distribute through IPR, which is in the works at the moment, look at distribution through Esdevium and hit the stores of Edinburgh and Glasgow to see if they would like to take some. You should be seeing a review in Games Gazette in the not too distant future as well. Guild of Blades are still setting up there webstore but have already had a retail sale out of that so hopefully once that is up and running, the sales will flow.
I have been getting some really nice feedback from people about the game, just saying that they really enjoyed it and to keep up the good work. It is so gratifying to put a game out and find that people enjoy it as much as you hoped they would.
All the best
Iain
Last couple of weeks have been a bit hectic round GB HQ but I have finally found some time to do a bit of updating to the site. I have added the first couple of retailers that are stocking the game to the site as well as a link to the first review 'Revenge of the B-Movie!' has received at BoardGameGeek. The review is very positive overall and it is so gratifying to hear about people having a good time with something you have made.
All the best
Iain
All the best
Iain
Well 'Games Expo' was a great success for 'The Giant Brain' and 'Revenge of the B-Movie!'. I sold 40 copies over the course of the con and comped two, one to Pinnacle for a copy of 'Rippers' and one to the excellent Chris Baylis who will be reviewing it for a future copy of Game Gazette.
Thankfully my second box has now arrived which means my Shop is up and running. The game is retailing at £9 and if any shops fancy stocking it then please get in touch with me directly.
If you are stateside you can currently get the game direct from my publisher "Guild of Blades".
The last week has been a great start for my company I can't wait to see what the rest of the year will bring.
All the best
Iain McAllister (The Frontal Lobe)
Thankfully my second box has now arrived which means my Shop is up and running. The game is retailing at £9 and if any shops fancy stocking it then please get in touch with me directly.
If you are stateside you can currently get the game direct from my publisher "Guild of Blades".
The last week has been a great start for my company I can't wait to see what the rest of the year will bring.
All the best
Iain McAllister (The Frontal Lobe)
Hi guys,
Well I am on holiday at the moment but my brother informs me that the pack containing my rules for 'Revenge of the B-Movie' has arrived. Good News!
On the bad news front, my second box did not go out till tuesday night as the guy Ryan had left in charge didn't know how to put the creases in the tuckbox. It does mean I don't have to pay shipping on the reprint cards though, I mucked up one of the cards, which is sort of good news. It does mean it is going to be a little tight but hopefully I will have received that box by next tuesday. In Ryan's defence he has been very open about it and told me as soon as he realised what had happend. A thoroughly excellent chap.
On the upside I am getting into the marketing side of things now and throwing myself around the internet looking for various sites to post on and places to put press releases out. Anyone got any advice on where I should head? I have a presence on BoardGameGeek now and I am starting to see a good upturn in traffic on the site.
Cheers
Iain
Well I am on holiday at the moment but my brother informs me that the pack containing my rules for 'Revenge of the B-Movie' has arrived. Good News!
On the bad news front, my second box did not go out till tuesday night as the guy Ryan had left in charge didn't know how to put the creases in the tuckbox. It does mean I don't have to pay shipping on the reprint cards though, I mucked up one of the cards, which is sort of good news. It does mean it is going to be a little tight but hopefully I will have received that box by next tuesday. In Ryan's defence he has been very open about it and told me as soon as he realised what had happend. A thoroughly excellent chap.
On the upside I am getting into the marketing side of things now and throwing myself around the internet looking for various sites to post on and places to put press releases out. Anyone got any advice on where I should head? I have a presence on BoardGameGeek now and I am starting to see a good upturn in traffic on the site.
Cheers
Iain
Hi folks,
I am very excited to announce that 'Revenge of the B-Movie' will be launching on the 31st May at Games Expo in Birmingham. Soon after that you will be able to order the game through my website and the Guild of Blades retail site, which will be up soon.
In the meantime here are some pretty pictures of the Grand Box Opening
Opening the box

Unpacking

Tuck Box

Constructed Box
</a>
Some sample cards

Yes the cards do fit!

I can't wait to get this into the hands of my fellow gamers.
All the best
Iain
I am very excited to announce that 'Revenge of the B-Movie' will be launching on the 31st May at Games Expo in Birmingham. Soon after that you will be able to order the game through my website and the Guild of Blades retail site, which will be up soon.
In the meantime here are some pretty pictures of the Grand Box Opening
Opening the box

Unpacking

Tuck Box

Constructed Box
</a>Some sample cards

Yes the cards do fit!

I can't wait to get this into the hands of my fellow gamers.
All the best
Iain
- Mood:
excited
Oh my god. I arrived home today to find a parcelforce note on my doorstep. Hopefully post office will be open early enough tomorrow for me to go and pick up the parcel. I am pretty sure it will be B-Movie as I have no other parcels coming at the moment.
In other news, the game will be available in the states through Guild of Blades initially. They are putting together their retail site over the next week or so and will post links about the the place as soon as I know the exact details.
Cheers
Iain
In other news, the game will be available in the states through Guild of Blades initially. They are putting together their retail site over the next week or so and will post links about the the place as soon as I know the exact details.
Cheers
Iain
Well after a little email trouble that is finally all the files sent to Ryan at 'Guild of Blades'. He is reviewing them and making sure everything is in place and then it will be GO GO GO!!! I am at once exctied and terrified but am sure everything will work out fine.
More info. very soon.
Cheers
Iain
More info. very soon.
Cheers
Iain
- Mood:
chipper
After a year of nail biting, nashing of teeth and frustrations of one form or another, I am finally on the cusp of releasing B-Movie. I am sorting out some financial bits and pieces this week and tidying up the rules and card layout. By the end of this week, start of next, everything should be ready to go.
As soon as I have pictures I will post them. There will aslo be a giant party at my house to celebrate!
More details soon.
Cheers
Iain
As soon as I have pictures I will post them. There will aslo be a giant party at my house to celebrate!
More details soon.
Cheers
Iain
- Mood:
excited
I have been beavering away on Reel Adventures of late, trying to get the game working precisely the way I want it to. One of the recent changes has been to take the dice out of the resolution system and use cards instead, which got me thinking about the sort of deciscions that would lead you to choose dice or cards for your system.
Why use randomisers at all?
First things first, why should you include a randomiser in your game? If you think about it there are plenty of successful games, chess coming instantly to mind, that have no randomiser in their system at all. On the other hand there are games that are only randomiser, snakes & ladders.
The main reason to use one is to make the outcome of a given choice uncertain. This can increase tension and excitement in the game and force players to react to an ever changing set of circumstances. For example in most wargames the way of determining whether my guy kills your guy is to roll some dice based on, or compared against, unit stats. If it was just a straight comparison the game could become very dull and all about the superior troop type, meaning all players would just field the strongest force they could. The introduction of a random element means the choice of army is not 'obvious' and you get a more diverse spread of troop choice which can only make the game a bit more interesting.
However the introduction of randomisers must be handled carefully. Snakes & ladders, though an entertaining game when you are a child, is actually terrible from the point of view of design. Their is no choice for the player and all you do is roll a dice several times until someone wins. The game is all randomiser and no choice. This is to be avoided at all costs.
Randomisers in RPGs
Now RPGs, and especially story focused games, introduce another factor worth considering. The choice we have mentioned above becomes more interesting as the players, I include the GM here, are creating a narrative that other players can react to. In a way the other players introduce the random element we can get from cards or dice and as such the need for a randomiser to create unexpected situations is lessened.
That is not to say we can always design RPGs without a random element, and indeed most still include some kind of dice or card mechanic to decide the outcome of combat/ social situations etc. Those without these randomisers must be careful to not fall into the trap of making all deciscions fall to one player, GM fiat for example, or to reduce it to such a point that it is non-existent and the game has no suprises for anyone. For me the thing that makes RPGs so interesting is the unexpected twists and turns in the story that we create.
Once you have decided to include a random element in your design, you need to decide which one.
Dice
Games have been using Dice since, almost literally, the dawn of time. The most common dice is of course the d6 and is readily available, in small quantities, in most households. Now our hobby has more dice than I can really mention and you could write infinite words on proababilities, why a d6 is better than a d10 etc. I am not going to do that here.
What I will do is lay out why you might want to choose dice over cards.
1) Probabilities: Ok I am going to mention it briefly. The core range of polyhedrals offer and interesting range of probabilities, some of which may suit the mechanic you are thinking of better than a deck of cards will. The core range is: d4, d6, d8, d10, d12 and d20.
2) Visually: They are an instant number you can read easily and as long as you don't have too many fancy calculations in your system resolution is instant.
3) Familiarity: It is more common to use dice in a board game as the randomiser than cards and as such people are more used to seeing them used in a gaming context.
4) Addition: If you are pooling and adding them together then they are easy to add as the numbers are instantly there. You don't need to think about how much a face card is worth.
5) Quantity: You can roll loads of dice easily in your hand but holding more than 10 cards say is a bit troublesome. However not everyone has loads of dice so there can be an accesibility issue there.
Cards
I have been heading towards using cards in my game design since 'Mob Justice', basically because I think you can play more interesting narrative tricks with them. However they aren't all good and carry their own set of problems. So why would you use them over dice:
1) Accesibility: Every household, pretty much, has a deck of cards in it and is familiar with the suits and value. You show the average joe a d12 and he will look at you like you just insulted his mother.
2) Visually: They are bigger and impact more on the play area than dice. This can be good, from the point of view of everyone being able to see it, and bad, means you need more table space.
3) Quantity: Holding more than 10 cards in your hand can be a bit cumbersome, though is not impossible.
4) Probabilities: A lot trickier to calculate with cards and something that you really need to think about when designing a game. Does every player need a deck? Do the proabilities balance out as players draw cards?
5) Addition: this can be harder than with dice if you are including face cards as people need to think about what they are worth. However it means you can play tricks with their value that can be useful.
6) Tricks: You can play tricks with leaving cards on the table, bluffing, winning whist style tricks etc. that you can't with dice. This gives us more design opportunities to maniuplate player behaviour, but that is another post, or 10, all in itself.
So there you go. Dice vs. Cards is something that will be debated for a long time yet and either method has its pluses and minuses. I will post more soon about exactly why I chose cards over dice for Reel Adventures.
All the best
Iain
Why use randomisers at all?
First things first, why should you include a randomiser in your game? If you think about it there are plenty of successful games, chess coming instantly to mind, that have no randomiser in their system at all. On the other hand there are games that are only randomiser, snakes & ladders.
The main reason to use one is to make the outcome of a given choice uncertain. This can increase tension and excitement in the game and force players to react to an ever changing set of circumstances. For example in most wargames the way of determining whether my guy kills your guy is to roll some dice based on, or compared against, unit stats. If it was just a straight comparison the game could become very dull and all about the superior troop type, meaning all players would just field the strongest force they could. The introduction of a random element means the choice of army is not 'obvious' and you get a more diverse spread of troop choice which can only make the game a bit more interesting.
However the introduction of randomisers must be handled carefully. Snakes & ladders, though an entertaining game when you are a child, is actually terrible from the point of view of design. Their is no choice for the player and all you do is roll a dice several times until someone wins. The game is all randomiser and no choice. This is to be avoided at all costs.
Randomisers in RPGs
Now RPGs, and especially story focused games, introduce another factor worth considering. The choice we have mentioned above becomes more interesting as the players, I include the GM here, are creating a narrative that other players can react to. In a way the other players introduce the random element we can get from cards or dice and as such the need for a randomiser to create unexpected situations is lessened.
That is not to say we can always design RPGs without a random element, and indeed most still include some kind of dice or card mechanic to decide the outcome of combat/ social situations etc. Those without these randomisers must be careful to not fall into the trap of making all deciscions fall to one player, GM fiat for example, or to reduce it to such a point that it is non-existent and the game has no suprises for anyone. For me the thing that makes RPGs so interesting is the unexpected twists and turns in the story that we create.
Once you have decided to include a random element in your design, you need to decide which one.
Dice
Games have been using Dice since, almost literally, the dawn of time. The most common dice is of course the d6 and is readily available, in small quantities, in most households. Now our hobby has more dice than I can really mention and you could write infinite words on proababilities, why a d6 is better than a d10 etc. I am not going to do that here.
What I will do is lay out why you might want to choose dice over cards.
1) Probabilities: Ok I am going to mention it briefly. The core range of polyhedrals offer and interesting range of probabilities, some of which may suit the mechanic you are thinking of better than a deck of cards will. The core range is: d4, d6, d8, d10, d12 and d20.
2) Visually: They are an instant number you can read easily and as long as you don't have too many fancy calculations in your system resolution is instant.
3) Familiarity: It is more common to use dice in a board game as the randomiser than cards and as such people are more used to seeing them used in a gaming context.
4) Addition: If you are pooling and adding them together then they are easy to add as the numbers are instantly there. You don't need to think about how much a face card is worth.
5) Quantity: You can roll loads of dice easily in your hand but holding more than 10 cards say is a bit troublesome. However not everyone has loads of dice so there can be an accesibility issue there.
Cards
I have been heading towards using cards in my game design since 'Mob Justice', basically because I think you can play more interesting narrative tricks with them. However they aren't all good and carry their own set of problems. So why would you use them over dice:
1) Accesibility: Every household, pretty much, has a deck of cards in it and is familiar with the suits and value. You show the average joe a d12 and he will look at you like you just insulted his mother.
2) Visually: They are bigger and impact more on the play area than dice. This can be good, from the point of view of everyone being able to see it, and bad, means you need more table space.
3) Quantity: Holding more than 10 cards in your hand can be a bit cumbersome, though is not impossible.
4) Probabilities: A lot trickier to calculate with cards and something that you really need to think about when designing a game. Does every player need a deck? Do the proabilities balance out as players draw cards?
5) Addition: this can be harder than with dice if you are including face cards as people need to think about what they are worth. However it means you can play tricks with their value that can be useful.
6) Tricks: You can play tricks with leaving cards on the table, bluffing, winning whist style tricks etc. that you can't with dice. This gives us more design opportunities to maniuplate player behaviour, but that is another post, or 10, all in itself.
So there you go. Dice vs. Cards is something that will be debated for a long time yet and either method has its pluses and minuses. I will post more soon about exactly why I chose cards over dice for Reel Adventures.
All the best
Iain
One of these days i will use this place more regularly.
For those who are interested in seeing what I am working on I will have a preview version of 'Revenge of the B-Movie' and in-development versions of 'Stitch' and 'Reel Adventures' at Dragonmeet in London this coming saturday. I should hopefully be getting another test session of Stitch in over the weekend as well.
On the subject of 'Stitch' I have put the Game Chef version up for free on the website. It is very rough but if you want to see where I am going with it this is a good place to start.
http://www.giantbrain.co.uk
Cheers
Iain
For those who are interested in seeing what I am working on I will have a preview version of 'Revenge of the B-Movie' and in-development versions of 'Stitch' and 'Reel Adventures' at Dragonmeet in London this coming saturday. I should hopefully be getting another test session of Stitch in over the weekend as well.
On the subject of 'Stitch' I have put the Game Chef version up for free on the website. It is very rough but if you want to see where I am going with it this is a good place to start.
http://www.giantbrain.co.uk
Cheers
Iain
Myself, Joe Prince, Gregor and Shevy got together the other night to talk of podcasts, gencon and to play some Mob Justice. We didn't get too far into things but it was entertaining never the less and allowed me to get back in the GMing seat after a long while being away from it.
I was a bit nervous having not run MJ, or a traditional GMed game, for quite some time. I had asked the players to email me their character ideas before we started saying I thought I might go for a detective based story. Boy did that change.
We ended up with:
Mike Degallo (Joe) - son of a former boss, not the brightest tool in the shed, but well liked and useful to have around as muscle.
Mary OBannon (Shevy) - a socialite, her father is running in the imminent mayoral elections. Well known around town and can charm her way into anywhere.
Sondra Kaine (Gregor) - A black torpedo, ex military, just working her way up in the mob and a surgeon with a sub-machine gun.
The game started off in the a cold new york dawn. The previous night Mike had hit it off with this beautiful girl, they had gone to a hotel and he had had the time of his life.
When he wakes up the next morning she is gone. Makes his way to the bathroom only to find her cut to ribbons blood everywhere, a single 4 leaf clover floating in the blood. Suddenly sirens go off in the distance, too soon to be anything other than a setup. He calls his old friend Sondra Kaine, who has looked after him in the past, and they arrange a place to meet up as he flees the scene.
Meanwhile uptown, Mary OBannon, is getting the news that her sister's body has been discovered in a sleazy hotel and could she come and identify it. Once she has laid her eyes on her sisters corpse, and after being told by the detective in charge that the suspect, Mike Degallo, may dissappear into the underworld, she makes a call to the Police Chief of the city. An old boyfriend, he agrees to give her a PI's licence and so she sets out to find out what happened. She decides to visit the morgue for the coroner's report first.
Sondra in the meantime is tapping some of her contacts for a lead in who might have set Mike up. Coming up with nothing particularly new, and guessing that the four leaf clover is a plant to put them on the track of a supposedly retired assasin, they head to the morgue to get rid of the body.
They arrive shortly after Mary, and she hides as they enter the morgue. They knock out the two men on duty, take their coats and try and act like morgue technicians as they go and find the body. Mary isn't fooled, they are after all mafia men and not actors, and confronts them. They manage to convince her, sort of, that mike didn't have anything to do with it and tell her that they want an 'independent opinion' on the autopsy.
As they leave some other gangsters, who had just missed them as they left the morgue, give pursuit, but Sondra's driving gets them out of danger. They head to a chinese doctor Mike knows for a second look at the body whilst Mary is deciding whether or not she is entirely convinced by there story.
So there we go. that was the first, pretty short session, and I hope to finish it off at some point, maybe even turning into a campaign. I would be interested to hear feedback from the players, and from you guys as to how this reads as an AP report. I need to get some practice at writing these things and am wondering if I should include more mechanical detail.
One thing I did learn from the session was that I am very rusty on explaining the nuances of the MJ resolution system, which led to some confusion for Shevy as I kind of rushed through the explanation in game. Need to polish that up.
Once I have that feedback I can publish it on other sites alongside my posts about the development of MJ.
Cheers
Iain
I was a bit nervous having not run MJ, or a traditional GMed game, for quite some time. I had asked the players to email me their character ideas before we started saying I thought I might go for a detective based story. Boy did that change.
We ended up with:
Mike Degallo (Joe) - son of a former boss, not the brightest tool in the shed, but well liked and useful to have around as muscle.
Mary OBannon (Shevy) - a socialite, her father is running in the imminent mayoral elections. Well known around town and can charm her way into anywhere.
Sondra Kaine (Gregor) - A black torpedo, ex military, just working her way up in the mob and a surgeon with a sub-machine gun.
The game started off in the a cold new york dawn. The previous night Mike had hit it off with this beautiful girl, they had gone to a hotel and he had had the time of his life.
When he wakes up the next morning she is gone. Makes his way to the bathroom only to find her cut to ribbons blood everywhere, a single 4 leaf clover floating in the blood. Suddenly sirens go off in the distance, too soon to be anything other than a setup. He calls his old friend Sondra Kaine, who has looked after him in the past, and they arrange a place to meet up as he flees the scene.
Meanwhile uptown, Mary OBannon, is getting the news that her sister's body has been discovered in a sleazy hotel and could she come and identify it. Once she has laid her eyes on her sisters corpse, and after being told by the detective in charge that the suspect, Mike Degallo, may dissappear into the underworld, she makes a call to the Police Chief of the city. An old boyfriend, he agrees to give her a PI's licence and so she sets out to find out what happened. She decides to visit the morgue for the coroner's report first.
Sondra in the meantime is tapping some of her contacts for a lead in who might have set Mike up. Coming up with nothing particularly new, and guessing that the four leaf clover is a plant to put them on the track of a supposedly retired assasin, they head to the morgue to get rid of the body.
They arrive shortly after Mary, and she hides as they enter the morgue. They knock out the two men on duty, take their coats and try and act like morgue technicians as they go and find the body. Mary isn't fooled, they are after all mafia men and not actors, and confronts them. They manage to convince her, sort of, that mike didn't have anything to do with it and tell her that they want an 'independent opinion' on the autopsy.
As they leave some other gangsters, who had just missed them as they left the morgue, give pursuit, but Sondra's driving gets them out of danger. They head to a chinese doctor Mike knows for a second look at the body whilst Mary is deciding whether or not she is entirely convinced by there story.
So there we go. that was the first, pretty short session, and I hope to finish it off at some point, maybe even turning into a campaign. I would be interested to hear feedback from the players, and from you guys as to how this reads as an AP report. I need to get some practice at writing these things and am wondering if I should include more mechanical detail.
One thing I did learn from the session was that I am very rusty on explaining the nuances of the MJ resolution system, which led to some confusion for Shevy as I kind of rushed through the explanation in game. Need to polish that up.
Once I have that feedback I can publish it on other sites alongside my posts about the development of MJ.
Cheers
Iain
