Uncategorized

I like doing Minecraft News for Adults. The news gets stuck in my craw and talking/writing about it is the only way to get it out.

Laziness is one reason I don’t get these out every week, but the fact that I’m not satisfied with the end result is another. MCNFA is missing both editorial focus and a tone that matches my speaking style. I’m aiming for a calm, even rendition–kind of a ‘podcast you listen to in the background’ feel–but it gets emotional and uneven in places and the lack of a script for the back half hurts.

Also that back half becomes a blog so I need tighter scripting there instead of bullet points.

As a guy who’s been doing a podcast for three years and still can’t reliably get an episode up on Mondays, “put more work into it” is an obvious, if comprehensive, bit of criticism.

(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: Making the first set of twists.

Last week, I put out the first half of the Twist! cards I drafted up. This is a first draft and these cards (as well as the rules as a whole) are going to be scaled back and redesigned to make reasonable compromises for simplicity, flavor, and consistent play.

Battle of…This Village – Each family chooses “Sides” or “Survival” The five most screwed members of each family die, but:

“Survival” — The family rolls combat. For each C result, prevent the death of a family member.

“Sides” — Draw 3 monster cards and take their heads. If any of your family in the village are still alive, play a retirement card for free. If no members of you family in the village are alive draw and play two baby cards as orphans and play an Adventurer card from your hand.

Discard

Comment: Wow, that’s long. I’ll keep it to stress-test templating on test cards because that wall of text is a test. I should not evereverever branch options like in the Sides/Survival split followed with the Retiring Survivors/Free Orphans split. Blegh. The stated “Discard” instruction does not help. Are these kept by default or discarded? Which type of card is going to be simpler? If all the Twist! cards that hang around have C/M/H values to get rid of, do they all have to be things the party can get rid of? How many can be out at once?

Continue Reading

(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: Making the first set of twists.

Things have been shitty. Not shitty enough to justify not updating, but still kinda shitty.

The reboot (DPD 2.0) has been focused on making Twist! cards give a more narrative direction to the feeling of the game, as more complicated mechanics get stripped away. I haven’t actually made any Twist! cards yet and I’m glad I waited to draft some.

My first take on things is the “spaghetti” draft, where I freewheel out the concepts I want those things to do and see which ones stick. Changes are made on the fly to make everything work out. I try to figure if how the changes ripple backwards and what the harm is to them. Hope you enjoy this pile of sticky Italian.

Pirates! – The largest family with a baby sets that baby to Kidnapped. That family draws 2 Monsters and keeps the heads.

Comment: This was my first card concept that used a baby status. The second was the Baby Lich monster which only worked if you had a baby set to Dead. “LOL, dead babies,” I guess. I’ve been hammering at this game for a long time.

Continue Reading

(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress:

Just want to get this done with. After literal years of kicking this idea around I want it done. Current status is “It will be good to finish because I’ll learn something for next time.”

At least I hope is that and not “This is gonna take some work.”

I’m actually in the part where I don’t want to make draft cards again because I already made draft cards and I hate, hate, <i><b>hate</b></i> repeating work. On the other hand, it was me who said I’d prototype everything then revise. On that first hand, I was unaware that “revise” in this context meant “repeat work.”

Se la vie.

(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: Uuuuuuuuugh

IDK. Like there’s a tableau of three village cards, but you can also dig two cards deep for a specific card as a village action. If your dig doesn’t get the one you want you can spend a monster head to dig an extra card. Retirement cards can improve these numbers to represent the services retired, experienced PCs can bring to a town.

All PCs have relationship arrows, and at least one has to connect a PC to a family. Your theytriarch might have two side arrows (brother/sister/partner) and an up arrow (parent), but they can still have a baby provided either: that baby’s PC card has an up arrow or that theytriarch has a partner who has a down arrow (child). When you marry someone you immediately roll for babies. At the start of each turn, babies age into adults, then ALL couples roll for babies.

PC cards have a die and one ability. Hopefully, I’ll be able to keep the fighters like equipment, wizards use monster-head-as-spell-components, and thieves avoid suffering consequences themes. Because PCs now only add a single die and an ability to a dungeon, the motivation for taking multiple PCs into a dungeon (beyond double-dipping loot) is synergy between simple abilities. Equipment/heirlooms now do most of the heavy dice-piling.

Twist cards are gonna work parents and siblings hard (in a grave-ward direction) to push each family towards having only one heir per generation. Cousins might as well bathe in Smaug’s Best (TM) Ketchup. Fuck cousins. ALL GAME BALANCING WILL HENCEFORTH BE DONE ON TWIST CARDS, A CARD TYPE I HAVE NEVER EVEN PROTOTYPED.

Each family starts with a piece of equipment that doubles as a “family card.” Or maybe every piece of equipment has a “Family Ability” and the other equipment just give die bonuses. No, that’s boring. The “heirloom equipment” is the first one you play. It hangs out on top. All other equipment give a die bonus and an ability, but once you upgrade the heirloom with a new equipment, you lose the ability of the last non-heirloom equipment and only keep the die bonus. No more “village abilities,” just monster type bonuses, re-rolls, etc.

Monsters are going to kill, drain equipment cards, and probably force some draws of Twist cards (or activation of Twist cards in the tableau). Why not? Maybe they’ll have different colors so they’ll feel different.

Retirement cards previously had two costs (I don’t know why). They should definitely have only one.

There used to be only five Rumors, meaning the game was only five dungeons/turns long OR that it had several non-dungeon turns. Rumors are now less special and more plentiful.

Next Time: No bets guys.