Anybody interested in an Xbox One (500GB/White)? Was going to bring it to Gamestop but if any of you jawns here are looking today, you can have it for the same $90 GS is offering. Has a like-new controller. South Philly. DM me.

At first you’re like WOAH then you’re like hm that actually sounds about right

OOOOOH BABY not feeling this Monday feeling.

I'm thinking also about a fast and a slow play mode.

Slow would be what I just described (pretty fast! but balanced over a 10-board game).

Fast would allow for rapid progression for a quick game (maybe 3-4 boards?). By the time you reach the 4th board, your character level is around 10-12.

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The back-end of a 10-board game. Assuming the XP rate per board remains steady at a varying 2-4 XP per board and a bit of luck with Relics, a fully leveled character will happen around Board 8 or 9. Board 10, then, is a bit of a victory lap (or it could begin an endgame; not sure if I want to push into that direction though).

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I imagine that a normal game session will be about 2-3 boards worth of play (or about 1-1.5 hours assuming a 20-30 minute time for each board), so I want to be able to have the game get off the ground early. Think that's going to necessary to have a satisfying finish possible by board 3.

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The progression begins with a quick ramp up, allowing players a fast foot off the ground in a play style that appeals to them.

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This evening's thinking on level progression, part 1. Clearing a board nets a level to keep the party consistently powering upwards. XP and Relics give an opportunity to fully level a Prestige class up within about 10 board completions.

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This evening's thinking on level progression, part 1. Clearing a board nets a level to keep the party consistently powering upwards. XP and Relics give an opportunity to fully level a Prestige class up within about 10 board completions.

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- We were all thinking there’s a lot of fun to be had in mixing and matching classes and abilities. Always starting fresh would facilitate that.
- If this is the route to go, I think it means that leveling should be pretty quick. Probably 2 or even 3 levels per game board (imagining a board to last somewhere between 20-30 mins, then you shuffle and re-build a new board).

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- In the “fresh start” approach, the game starts to pull in an almost PUBG/Fortnite-ish feeling loop of starting with a blank slate and curating your tools / options over the course of the game.

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- IF players do want to “SAVE” their character, easiest way to make it happen will be to simply snap a photo of your current Classes/Level counters/Items.
- BUT weighing the idea of starting a campaign and carrying your progress through multiple sessions (my original thinking on how these games would go) against re-rolling a character to start each new session led to everyone agreeing that it would prob be more fun to have a fresh start (new classes, etc.) at the beginning of a session.

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- Lots of thinking about “scenario” or “motivation” cards that give players unique goals that might not align with the overall team.’s objectives. I’m iffy on this idea but am going to think about it. Pros: more to work towards, more variance. Cons: less role being played, more objectives being assigned by game mechanics. Not sure what the right balance is yet. Think it could be a great way to have players compete in a “soft” way while cooperating otherwise, though.

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Talked a bunch with friends about the game last night. Pretty excited with some of the ideas they had:
- Room cards start face down on the map, so you exploring them is a risk/reward (item or enemy?)
- Enemy actions are driven by their health values. Basic enemies tend to get weaker as they become wounded. Bosses get stronger.
- Combat being fully player driven (no DM!) is hard to design without creating a bunch of rules that all players will need to learn.

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Talked a bunch with friends about the game last night. Pretty excited with some of the ideas they had:
- Room cards start face down on the map, so you exploring them is a risk/reward (item or enemy?)
- Enemy actions are driven by their health values. Basic enemies tend to get weaker as they become wounded. Bosses get stronger.
- Combat being fully player driven (no DM!) is hard to design without creating a bunch of rules that all players will need to learn.

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From what I can tell, none of my friends or follows are messing with the don. Or , I should say.

If anyone is , it’s hard to search instances and connect. So while Mastodon has been fun and intimate, I can’t ignore the implication of how monochromatic my timeline is.

I asked Octavius A. Newman about his thoughts, he told me “a party ain’t no fun if you’re the only one there.”

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jawns.club 🐘

Welcome to the first mastodon based community for Philadelphians who ❤️Philadelphia! Think of this instance as a new neighborhood in Philly that anyone can be a part of, because it's online.