--- Log opened Wed Sep 05 00:00:07 2012 |
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02:40 | < neoaez> | blarg |
02:40 | < neoaez> | Finally at a stopping point from work. What a pain. |
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02:52 | < neoaez> | FerrelFerret_phone: Hey! |
02:52 | <+FerrelFerret_phone> | Greetings! |
02:52 | < neoaez> | How was AnimeFest? |
02:52 | <+FerrelFerret_phone> | Soooo sad. |
02:52 | <+FerrelFerret_phone> | Wasn't able to demo. |
02:52 | < neoaez> | Oh? |
02:52 | < neoaez> | What happened? |
02:52 | <+FerrelFerret_phone> | Too busy |
02:53 | < neoaez> | Busy at the con or elsewhere? |
02:53 | <+FerrelFerret_phone> | It seems all the crappy stuff in my department happens when I have plans. |
02:53 | <+FerrelFerret_phone> | The con was a blast. |
02:54 | <+FerrelFerret_phone> | But, being a manager consumes a lot of my time. |
02:54 | < neoaez> | Management sucks. |
02:55 | < neoaez> | I understand. |
02:56 | <+FerrelFerret_phone> | Yeah. Also, the big beginning of college football happens in Arlington this weekend too. |
02:56 | <+FerrelFerret_phone> | So we had a lot of jocks hanging out there too. |
02:57 | <+FerrelFerret_phone> | Nerds and jocks don't mix well |
03:00 | <+FerrelFerret_phone> | But I totally plan on demoing soon. Talked to my friend that just opened a gaming store in Coppell. |
03:00 | < neoaez> | Bah. You need friends with gaming stores in FTW! |
03:00 | <+FerrelFerret_phone> | And there is Area51 too. |
03:00 | < neoaez> | Yeah, cause that is close. |
03:00 | < neoaez> | =P |
03:01 | <+FerrelFerret_phone> | It is to me. ;-) |
03:01 | < neoaez> | Not much is close to me. |
03:01 | <+FerrelFerret_phone> | I think the solution for you is to move |
03:02 | < neoaez> | Oh no. |
03:02 | <+FerrelFerret_phone> | :P |
03:02 | <+FerrelFerret_phone> | Ahhhh... I don't want to work tomorrow. :/ |
03:04 | <+FerrelFerret_phone> | Having a week off is detrimental to my work ethic. lol |
03:08 | <+FerrelFerret_phone> | Though, I did hit up lego discovery Land on the way home. |
03:09 | <+FerrelFerret_phone> | They still have tones of 1x2 bricks for walls. |
03:09 | <+FerrelFerret_phone> | *tons. |
03:10 | <+FerrelFerret_phone> | Got a lot of 1x4 plate for adding durability to my cover. |
03:11 | <+FerrelFerret_phone> | Oh, and 2x2 trans neon-green round bricks. |
03:17 | < neoaez> | I need to stay away from PAB stores and Cracklink. |
03:17 | < neoaez> | I have some one-off bricks I want, but I'm pretty set on the basics for a while |
03:18 | < neoaez> | I had hoped to work on the racing rules tonight, but I'm brain dead from work. |
03:18 | <+FerrelFerret_phone> | Well, I didn't get anything from the dealer room, so I treated myself. :-) |
03:19 | <+FerrelFerret_phone> | Yeah, I need to get back into the RP now that I have time. |
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03:32 | < MittenNinja> | sup guys? |
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03:40 | <+FerrelFerret> | Yo, MittenNinja. |
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03:53 | < MittenNinja> | hows it goin ferret? |
04:03 | <+FerrelFerret> | Okay. |
04:03 | <+FerrelFerret> | just found out my PS3 won't turn on. :/ |
04:03 | <+FerrelFerret> | and, I couldn't run my demo at AnimeFest. |
04:18 | < MittenNinja> | Ah, lame |
04:19 | < MittenNinja> | is it an old os3? or a thin? |
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05:24 | < mchnzr> | neoaez, saw you were asking about my draft earlier |
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05:30 | < mchnzr> | hey afny |
05:30 | < afny> | o/ |
05:31 | < mchnzr> | I am cleaning up my racing rules draft to share |
05:31 | < mchnzr> | It's still in playtesting but I thought I'd get your thoughts |
05:32 | < afny> | i'm about to get into the shower |
05:32 | < afny> | gonna be here in 10? |
05:33 | < mchnzr> | yep |
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05:54 | < mchnzr> | This is the setting I visualize for rooftop racing http://i.imgur.com/00g7S.jpg |
05:54 | < mchnzr> | at least, that kind of dense, highly varied topography |
05:58 | < afny> | yeah, that's pretty in line with what I was vizualizing as well |
05:58 | < afny> | almost everything I've built/thought about in the Solar Calender is on one planet |
05:58 | < afny> | and it's primarily a metropolitan hub |
05:58 | < afny> | so most of my SC stuff is "big city" |
05:58 | < afny> | I could definitely see smaller scale rooftop racing in startup colonial cities, though |
06:00 | < mchnzr> | https://docs.google.com/document/d/1ZqR9xlf5BEgQtpTtWxeaCTyCMQIelr5ZDlGm2dPYnGY/ edit |
06:00 | < mchnzr> | hmm |
06:00 | < mchnzr> | yep, that's it |
06:00 | < mchnzr> | I've set it so people can comment but not edit |
06:01 | < mchnzr> | I am going to run another game of it right now to see how this iteration does |
06:01 | < mchnzr> | but I've tried to make it feel like MFZ:RA as much as possible, in terms of the mechanics |
06:04 | < afny> | were you here earlier when we were talking about that? |
06:04 | < mchnzr> | no but I've read up :) |
06:06 | < afny> | I'm in the middle of cooking food so it might take me a bit to read through |
06:06 | < mchnzr> | no worries, I'm playtesting |
06:08 | < mchnzr> | and nommin |
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07:47 | < mchnzr> | OK, these rules are fun enough to try |
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08:23 | < mchnzr> | https://docs.google.com/document/d/1ZqR9xlf5BEgQtpTtWxeaCTyCMQIelr5ZDlGm2dPYnGY/ edit |
08:23 | < mchnzr> | Photos of the endgame of my second playtest: http://www.flickr.com/photos/78379413@N03/sets/72157631416713304 |
08:27 | < Malcolm> | Could you comment on the divergence from the MFZ rules? It's interesting that you've gone in the direction of making it quite different in the fundamentals to MFZ, a whole new game, really. If it were me (which it isn't, obviously), I'd be inclined to hew more closely to the MFZ mechanics |
08:28 | < Malcolm> | I must say, I do like the roofttop racing setup in a case. |
08:28 | < Malcolm> | That's very neat |
08:30 | < mchnzr> | Thanks, I'm hoping to make it fully portable |
08:30 | < mchnzr> | I felt like the MFZ rules were too focused on emulating combat - they wouldn't work for races over rooftops |
08:31 | < mchnzr> | Citizens would already be upset over the running, they wouldn't stand for racers blowing up entire floors and shooting the city up |
08:31 | < mchnzr> | So that meant weapons were out |
08:32 | < mchnzr> | Spotting didn't really make sense, but you could argue it's just replaced by Control. |
08:32 | < Malcolm> | I'd perhaps suggest keeping 2 white dice, and reducing the power of the systems a little. So, rather than 1d6/2d6, you have 1d6/1d8. The potential result is higher (and therefore beneficial) but you're not rolling more dice. But, you have a slightly higher baseline to start from. |
08:32 | < mchnzr> | So I decided to just look at what I wanted to emulate to get the feel of the scenario and use MFZ mechanics to accomplish that |
08:33 | < mchnzr> | it was a lot easier to have that as a toolbox than trying to make up my own game system from scratch...and if this ends up being fun I'll owe a lot to that base |
08:33 | < mchnzr> | I had 2 white dice originally, and I've definitely thought about what you're suggesting. I'll give it a try tomorrow and see how it plays |
08:34 | < Malcolm> | Oh, yes, all my experiences in game design have drawn heavily from other sources. |
08:34 | < mchnzr> | but what I found with two white dice, because you don't actually assign a die roll to Armor (it just has passive effects), is you always had plenty of wild points to assign and cover bad rolls |
08:34 | < Malcolm> | An RPG called The Mountain Witch, for example, was a big influence on my first game that was actually any good |
08:34 | < mchnzr> | so there was just a stream of great turns with high rolls |
08:35 | < Malcolm> | So, I'm not sure about the passive nature of armour |
08:35 | < Malcolm> | But I'll need to look over things in more detail before commenting any further |
08:35 | < mchnzr> | Control kind of takes over the defensive side of things |
08:36 | < mchnzr> | I thought if these were racing machines, they'd depend more on agility and maneuverability than armoring up |
08:36 | < mchnzr> | so you generally try to dodge an attack instead of butting heads |
08:38 | < mchnzr> | I'm really hoping people try to play it, because I just had a really fun game and I was playing all three sides |
08:38 | < mchnzr> | I want to see if that was a fluke |
08:38 | < Malcolm> | On the basis of experience, I'm going to suggest it was a fluke |
08:38 | < Malcolm> | That's not a bad thing |
08:39 | < Malcolm> | But the real meat of the game only comes out when it's not you who is playing it |
08:39 | < Malcolm> | Playtesting your own game is very valuable in the early stages (like you're doing), but the real stuff comes when you hand it over for blind testing |
08:40 | < mchnzr> | That's what I'm expecting |
08:40 | < Malcolm> | Thats good |
08:40 | < mchnzr> | I know I haven't hit 80-90% of the boundary conditions, so there's that alone |
08:41 | < mchnzr> | much less how specific builds might be overpowered...I need to get my game theory math friends to pick over this (and do it myself, just haven't had time) |
08:41 | < Malcolm> | Right, must head off up to uni and see what the new, shiny faced undergraduates are up to |
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08:41 | < mchnzr> | Woah, it's late |
08:41 | < mchnzr> | Ciao |
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18:01 | < AnCarver> | neoaez: thinking about damage systems, etc for MF Racing, and had idea - Redlining is caused by 3 things - reducing the Doomsday Track, failing to defend against a manuver, and pushing you frame. |
18:02 | < AnCarver> | Pushing your frame does this - once per turn, you can reroll any one non-white die, and take the better result. Tick your Redline counter up by one. |
18:02 | < AnCarver> | Redline is rolled against cooling at the end of the round, like we discussed. |
18:04 | < AnCarver> | And then, for each Redline you fail to cool against, you must DROP the highest roll on a colored die you make next turn. If you can't drop a colored die, you have to drop a white die. If you drop all your white dice, you're out of the race. |
18:04 | < AnCarver> | However, next round, it goes back to normal - you're fixed the problem, etc |
18:04 | < AnCarver> | Assuming you dont have redline dice again |
18:06 | < AnCarver> | Redline Dice would be tracked by gathering D6s, and then rolled at the end of the round, right before you re-roll for next round. |
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22:51 | < neoaez> | Is everyone having trouble getting to bricklink? |
22:51 | | * neoaez curses the empty channel |
--- Log closed Thu Sep 06 00:00:22 2012 |