MASK adjustment

Oct 08, 2008 13:46

I'm changing the resolution mechanic for MASK.  Even though I haven't tested it yet.

Here's the breakdown:

First, whoever has initiative (by default, the hero) states his intent.

For an example, let's say that Boss Franconi is holding Nancy Boseman, the plucky investigative journalist, at gunpoint, threatening to shoot her if you, the hero MagSeven,   ( Read more... )

rpg design, mask

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Comments 12

davidberg October 11 2008, 23:37:05 UTC
The technique of complicating actions after their intent is announced reminds me of our chat about American Wizards. Have you played either of these yet?

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americanwizard October 14 2008, 22:05:29 UTC
Nope, I haven't :)
I'm having a devil of a time getting a group together right now. The old one got dissolved when the two other members went through an ugly breakup. One of them is still cool to play, and I've found some other people, but we're having trouble coordinating a night where everyone can make it.

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davidberg October 15 2008, 19:11:26 UTC
Bummer. I know how that feels. I think the large gaps between sessions in my playtest log can speak to that.

It's funny, because New York City has tons of gamers. It's just that most of them are already into their own groups and aren't seeking new ones. And most of the new arrivals just want to play D&D.

I take it the internet hasn't been bountiful with local player connections for you? Where do you live, anyway? I seem to remember midwest-ish...

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americanwizard October 15 2008, 20:35:24 UTC
I live in Oklahoma. If I lived in any one of our college towns, player connections wouldn't be a problem. Unfortunately, I live in a small town with two stoplights that is about 40% retired old folks, and 40% meth addicts. Sometimes those two categories overlap.

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SAN! book design davidberg October 11 2008, 23:53:25 UTC
Didn't know where to mention this, so as long as I'm reading your LJ:

Consider me interested in doing covers, interior art, layout, branding, etc. for SAN! if you ever decide to pursue publishing it without doing all that yourself.

I'd point you to my portfolio site, but I'm currently giving it a massive redesign.

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Re: SAN! book design americanwizard October 14 2008, 22:08:59 UTC
Cool. I'll definitely make a note of that, 'cause I'm not the best at humor-based art. Everything that I draw comes out all raggedly expressive.

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Re: SAN! book design davidberg October 15 2008, 19:16:50 UTC
I could see several stylistic routes to go, some of which (e.g. comic book) I have practice in, and some of which (e.g. beavis & butthead) I don't.

I think this game would lend itself well to an atypical format -- comic book, product manual, children's book, etc. The early, small Dave Barry collections come to mind for some reason.

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Re: SAN! book design americanwizard October 15 2008, 20:32:38 UTC
I really like the idea of doing it like a comic book. The seed of the game was actually in a comic idea that I had, "Nonsense Comix." The example characters, like Chainsaw the Angry Bear, Joe Fixit: the world's toughest handyman, and Greg from Accounting, were all from a late-night brainstorming session that I did for Nonsense Comix. I never drew any, though.

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