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Messages - tbrminsanity

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What is the Global Game Jam?
The GGJ brings together talented individuals from within your community. It is a unique opportunity for people to push their skills and challenge their way of working. Participants work concurrently with developers around the globe; we rally around a central theme, and then have 48 hours to create a game. It's our hope that we will see some very experimental realized prototypes that you can continue to work on after the jam. Many games developed in previous Game Jams have become fully realized games. The GGJ is open source, hardware & software agnostic and all projects are protected under a Creative Commons license. We encourage people to try out new ideas and push themselves, within reason. We also strongly encourage participants to remember to eat and sleep, to stay at their best!

Saskatchewan Game Design and Products / Re: Tabletopia
« on: December 01, 2016, 11:20:03 AM »

I'm interested in your two Heroscape games.

Saskatchewan Game Design and Products / Tabletopia
« on: December 01, 2016, 11:04:22 AM »

This site can be used to demo and play board games with people around the world.  I've created a basic gamer account for myself (just links to your Steam account), and will likely try out Planetarium through the service.

7 Sins:
  • Vice
  • Lust
  • Gluttony
  • Greed
  • Sloth
  • Wrath
  • Envy
  • Pride

7 Virtues:
  • Virtue
  • Chastity
  • Temperance
  • Charity
  • Diligence
  • Patience
  • Kindness
  • Humility

Sorry guys, I can't make the Dec meeting.

I don't have an update for Pawn.  I won't be able to do a brainstorming session till after Remembrance Day.  I'm going to plan one for Google Hangouts instead of Boston Pizza.

I have an update for Maeln Campaign instead. 

Everything Else / Re: Tour to a Con
« on: October 28, 2016, 05:59:33 PM »
If you're going to a Con (especially some of the bigger ones) most of your time would best be spent there attending events (rather than side trips to historic sites).

Example - I warn everyone planning to attend their first GenCon to allow one full day just to expereince the dealer room - you'll need it.

Now, if packages could be put together with well located hotels, transporpation, registration for events and such you might be on to something.

Typically my father's packages include Flights, Hotel, and known expenses (in most of his tours this means admission into historic sites, but for the convention, this would be the full convention ticket price).  When I discussed with my father about the convention, he was intending to reserve all days for the convention to be strictly for the convention, and any site seeing would be in addition to the convention.  I'm going to be talking to my father again tomorrow about some sample packages he is putting together based on the conventions listed above. 

Everything Else / Re: Tour to a Con
« on: October 28, 2016, 08:21:55 AM »
I'll pass the list on to my father and see what sort of packages he can create.

Everything Else / Tour to a Con
« on: October 26, 2016, 09:39:37 PM »
Good day everyone,

My father is a travel agent that runs Easter Tours to Europe for High Schools.  Recently he is opening up his business to provide Historic Tours to other groups such as Military Units.  I proposed to him that a Convention Tour to one of the more Historic places in the States may appeal to Gamer groups like us.  Is there interest in organizing a tour that would focus on a Convention as the cornerstone of the tour, but would also include additional day trips to Historic sites?


I need card ideas for the following, all ideas should take on the persona of one of the 7 deadly sins, or 7 heavenly virtues:
  • Location settings
  • Items
  • Weapons
  • Spells the Avatars would cast on the Pawns
  • Spells the Pawns could use
  • NPCs
  • Demons/Angels that the Pawns will fight
  • Sin-spawn/Virtue-spawn - Creatures of myth that a Pawn can be turned into if they have enough Sin/Virtue
  • Events

I'll be attending.  I have an update on Pawn.

The Story Card Mechanic
Each Story of Pawn is played out with Story Cards.  Both the Avatar of Good, and the Avatar of Evil have their own deck of cards they build (much like a magic card deck) prior to the Story Session.  For the Pawns, each Story is no different than any other Horror based RPG on the market.  The stakes are high, your character is likely going to die a horrible, gruesome death, and those that survive are just happy to be alive.

The Story
Each game of Pawn follows three distinct phases:
  • Player Introductions: This is where each of the Pawns will introduce their character, what their goals and aspirations are, and how they are connected to the other Pawns.  It is at this time that the Avatars will place, face down, their initial Story Card.  Once all the Pawns have been introduced, the Avatars will turn over their Story Cards, and the Pawns choose where they want the story to start.
  • Story Time: During this phase the Avatar who has his Story Card chosen will start the RPG session.  He will tell the tail of what is happening around the Pawn, and will be trying to get the Pawns to trigger additional cards from their deck.  As trigger words are spoken any Avatar can play a Story Card to steal control of the Story and continue the story.  The goal is to have enough Story Cards played that a Resolution Card can be played.
  • Resolution: When allowed, an Avatar may play their Resolution Card which will stop the Story Session.  The Avatar has the privilege of finishing off the Story, and handing out any rewards to any surviving Pawns.

Story Cards
The idea of Story Cards works very similar to the Story Cards in the game Once Upon A Time.  Each Story Card contains:
  • Name: This is the main Story concept that must be used as the focus of the Story as long as the card is in play.  If the Avatar goes off focus, the opposing Avatar may ask the Pawns if he/she can play a new Story Card and take control of the Story.
  • Trigger: This is the key word or idea that will allow the Avatar to play this card and take control of the Story.  Example: A player has a Story Card with the name Sword, and the trigger word "sharp".  As the Story is progressing a Pawn says, "I pick up the knife and check how sharp it is."  At this time the Avatar plays the sword card, and says, "its as sharp as a sword."
  • Story Points: This is a number in the top left corner of each Story Card.  It ranges from 0-10.  This card can not be played until that many Story Cards are in play.
  • Card Type: Indicated by a coloured frame around the card and a unique icon in the top right corner of the card (for people that are colour blind), this represents the six core emotions (and the emotion that this card is intended to invoke).  The six types are Green (Love), Yellow (Fear), Orange (Joy), Red (Rage), Purple (Pride/hubris), Blue (Sadness).  Story Cards are going to be built with Good or Evil in mind, and as such Good cards will mostly (but not exclusively) be made up of Green, Yellow, and Orange, while Evil cards will mostly (but not exclusively) be made up of Red, Purple, and Blue cards.
  • Action: While not on every card, some cards will have in game effects, such as a monster to fight, an ordeal to overcome, or an item that can be picked up.  This will be detailed in the Action section of the Story Card.
  • Prerequisites: At the bottom of some Story Cards will be conditions that restrict what types of Story Cards that can be played next.  Most Green cards will prevent Red cards from being played, most Blue cards will prevent Orange cards from being played, and most Yellow cards will prevent purple cards from being played.
  • Image: Every Story Card will have an image on the card to make it easier to display what the Card is intended to represent.

Resolution Cards
Resolution cards are Story Cards that stop the Story and start the Resolution phase.  They will have a White (Good) or Black (Evil) border and the symbol for either Good or Evil.  The names for the Good Resolution Cards will be based on the 7 great virtues, while the names for the Evil Resolution Cards will be based on the 7 deadly sins.

Pawns hold no allegiance to any Avatar (much like a PC holds no allegiance to any GM during a game session), but the Avatar needs the Pawns to progress the Story so they can eventually play their Resolution.  The main driver of the Story is the Avatars trying to get the Pawns to say the appropriate trigger words to progress the Story to the point where they can play their Resolution Card.  It is my goal to have Stories last between 1-2 hours in length. 

  • Organic: This is a species that uses biological evolution.  While these species can (and mostly do) use technology, it is not a part of who they are.
  • Cybernetic: This is a species that uses a combination of biological evolution, and technology.  This covers all species that embed sentient technology within themselves in order to participate within their societies.
  • Synthetic: This is a species that is completely made up of technology.  These species may or may not have a physical form.
  • Uplift: This is a species (either organic or cybernetic) that was given sentience by another species, and did not use evolution or technological progress to become sentient.
  • Technological Singularity: This is a point when the development of technology by an organic species is eclipsed by the technology's ability to develop new technology.  After most singularities a Synthetic species is born.

In quantum mechanics there is the phenomenon of quantum entanglement.  This is where two particles are connected by some unknown force that transcends time and space.  I took this idea and expanded on it.  In Nexus all particles in the universe are the same particle, just presented as a different aspect in different places.  As societies become more and more advanced they first learn the ability to send energy through a particle and have it exit through another aspect somewhere else in the universe.  With more advanced technology, a civilisation can transcribe their particles so it replaces the aspect of the particles somewhere else in the universe.  These are known as Nexus gates and they are the only form of FTL travel in the universe.  The last empire to have this knowledge was the Forerunners, but they went extinct over 100 million years ago, and no civilisation in travel distance of the Nexus gates have discovered even the secret of quantum communication.
In the 21st century humanity experienced their technological singularity.  Most times through out history this lead to a war between the biological species that started the singularity, and the synthetic species spawned from the singularity.  Humans were blissfully unaware they had transcended.  The FAI (First Artificial Intelligence) caused a huge explosion of technology for humanity, eliminating war, and bringing a new standard of living unseen in all human history.  With this technological explosion, quantum communication was discovered, and with it the presence of the Nexus Gates.  Humanity now enters into a new age of exploration.  What awaits them?

Concepts introduced in Nexus
Definition of Sentient Life
In Nexus there are several ways that a species can be come sentient.  Here are the scenarios:
  • Evolution: Through biological evolution, a species discovers tool use, and the methods to refine tools into better tools.  This leads to a more complex brain designed to communicate better, and solve abstract problems.  All evolved species are generalists and are able to fill many different niche environments on their home planets.
  • Singularity: After every technological singularity a synthetic species is born.  At first this species exists in that networks and has no physical form.  Over time the synthetic species will develop drones, and synthetic bodies so it can expand and discover the physical world.
  • Uplift: Every species in the Universe has an ideal environment they can survive in.  Adapting technology to survive on hostile worlds just to gather the resources needed for their empires is not logical, or efficient.  As a result many species choose to find primitive (ie non-sentient) species on these hostile worlds, and uplift them to become sentient life.  These species are usually integrated into the empire, and are destined to colonise specific worlds for the empire.  Most Uplifts are specialists and thrive in only one or two niche environments on their home planets.  These species are usually selected as it prevents uprisings within an empire.  Uplift technology can either involve biological manipulation, or cybernetic implants.
Evolution of Sentient Life
The process of evolution does not stop after a species becomes sentient.  There are higher levels of evolutionary success.  Type I species are species that have mastered the creation of Nexus games, Type II species have discovered how to create Nexus Portals (temporary Nexus Gates that will allow the civilisation to freely travel anywhere in the universe), and Type II species have the ability to transcend the universe itself and see what lies beyond.  Here are paths:
  • Win a Singularity War: In this scenario the organic species wins their singularity war and forever reject synthetic technology.  The species forces on unlocking the potential of biology.  This is what happened to the Forerunners.  Their empire established and refined the Nexus Gate system used today.
  • Lose a Singularity War: In this scenario the synthetic species wins their singularity war.  Most of these synthetic species will then try to go into hyper development and use up all the resources available to them.  No synthetic species has ever reached Type II status as they tend to burn through all their resources before achieving this.
  • Technological Integration: If no singularity war occurs, the organic species will tend to incorporate more and more technology within themselves (becoming cybernetic).  Through this process they become more and more synthetic until the need for organic evolution is necessary.

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