Obstacles scenes gameplay


Hi, Quick update: The game is shaping up. I’m still behind my intended agenda (edit: wait no, I first said I would begin redaction in the coming spring. Diane, a note for later: I’m getting better at estimating development time). I keep on developing multiple games, see if they fit (integration). The words “tesselation” and “opus incertum” come to mind. So it’s complex, but not overwhelming.

Here is a presentation of various resolution tools I’m considering giving the players for their characters to overcome Obstacles:

Go to a “higher” resolution rule when both sides agree (don’t negotiate too hard). Go to a “lower” resolution rule when any side likes. Players resort to … / when …

(this way UP)

  • belief battle (value with the broader scope wins) / it’s about the why more than the how
  • luck (RPS) / it’s hard to agree on an outcome
  • “joker” / when you want to power through a block or a loss
  • problem solving (sense and argumentation) / circumstances are clear
  • “stop” / the obstacle doesn’t interest you, you’re not in the mood, etc.

(this way DOWN)

Apart from that, Conditions and jokers are going to need more decisions from me. They’re part of the campaign structure (Seasons) and they need to “water” mechanics in all parts of the system, including Settings (think BoB “you also play as”). Many good possibilities already, but each combination makes a different game ;)

There are a lot of cool and easy rules I need to write and rewrite into play aids. That’s easy for me, but also that’s where I have less time (sitting in front of a computer).

Finally, the most “product” part will come, all the “real” work (somehow) of organizing prompts for world and characters, and do a nice layout. At this pace I have to say summer probably?! Right now I don’t feel compelled to make a product, but it’s obviously needed for external playtesting, so I will come to desire it naturally as the project advances.

Take care!

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