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: I finished up the Adventurer cards, which included not just the Adventurer cards themselves, but their flipped versions which are used to represent leveling up. My work has moved onto Relics/Equipment, which have a basic function, but flip to represent upgrades or improvements. I’m working on a flavorful term for that. The fantasy genre doesn’t do a lot of weapon upgrading. Crafting games are becoming a thing, but the language isn’t there yet. As always, keep reading for the ramble.

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Skreliosis is something a little bit different for this week. I hope you all enjoy it.

As something that’s far, far, far outside of the norm for us, I’d encourage feedback of any kind. It will encourage (or discourage) stuff like this in the future.

The Beige and The Bold is available on iTunes, Stitcher, and other podcasting platforms. It updates Monday mornings at 2:00 AM ET / 1:00 CT.

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

Current Progress: This week I’ve been grappling with Musty Chambers and Rumors. There’s so much feedback between the two. Rumors set the theme of a dungeon and act as a “first chamber” while Musty Chambers are the “encounter in any order” rooms which make the dungeon a dungeon. They can both change the worth, power, and consequences of traps and Monsters in the dungeon, so there’s a lot of interaction.

Today’s post is about theory and practice. There’s a lot of assumptions when you’re writing rules; as someone who’s making something, there’s an idea in your head of how the game feels. I’m usually about the feel of the game. I love Magic: the Gathering, but I like playing spells, doing cool interactions, and the blade’s-edge resource competition of draft play. On the other hand, combo decks don’t appeal to me and I don’t think of them much when I’m talking about Magic. They don’t feel like Magic.

As a player, there are drawbacks in not seeing and not expecting a certain play types. As someone who’s making a game, there are massive, fatal errors to not expecting certain play types.

So I thought, “A player will play a Rumor card to kick off a dungeon. The players will pitch in Monster and Musty Chamber cards. Then the party will run a dungeon.” A sound plan. If there’s, say, seven Adventurers and three players, then how many and which Adventurers will go into the dungeon? How do I balance that so they don’t roll over the Monsters? What Musty Chambers are used? How many Monsters are there?

I glossed over some issues and I needed to specify solutions. All the while, I want the answers to be simple, intuitive, and thematic. Simple means that folks don’t have to consult the book. Intuitive works in the same vein, more, it needs players to anticipate the design because it makes sense. That feeds right into thematic. The DPD rules should never make players feel like they’re playing a game; they need to feel like they’re moving their Adventurers to a dungeon.

In the interest of keeping these short, that’s all I have for today. I’ll finish next time with my solution.

Next Week: Theory and Practice, Part 2

Later:

-Musty Chambers and Rumors: Interactions and overlaps. General versus specific. Feel of a Rumor versus function of a Musty Chamber in a dungeon.

References:

http://magic.wizards.com/en/articles/archive/making-magic/ten-principles-good-design-part-1-2010-05-03

http://magic.wizards.com/en/articles/archive/making-magic/ten-principles-good-design-part-2-2010-05-17

Underneath it all, “Skin of Evil” is a pretty straightforward episode. Again, I don’t know if authorial intent can be used to condemn a story that plays well, especially when it’s presaging internet phenomena in the earliest days of the Internet. Literally, the late eighties and early nineties were the years that the Internet was transitioning from research/military networks to public, commercial networks.

And Derek was right about the IRC thing. I don’t know why I thought it was “IIRC” and not “IRC.” Also, the Charles Bronson films I was thinking of were the “Death Wish” series. Marina Sirtis was in the third one. I mentioned “The Executioner” or something which is a book series. The mix-up was because my dad loves both.

The Beige and The Bold is available on iTunes, Stitcher, and other podcasting platforms. It updates Monday mornings at 2:00 AM ET / 1:00 CT.

If you know me, you know I’ve been working on a game called Dead Parents Dungeon. I’ve been looking for a new Thursday project since 17 to 01 wrapped (I don’t produce daily content here, but that is my goal). I considered a 17 to 01 YouTube series, a Chrome extension development blog, a podcast/journal for a new roleplaying game with the guys, and a second 17 to 01-esque podcast with other folks. But then I realized I’ve been working on DPD for a while and I need to get it done. In fact, it’d be shitty of me not to work on and bring it to completion. Besides, I try to keep random projects for Wednesdays and I might use that to float some of those other ideas.

The idea behind Dead Parents Dungeon (DPD) is that a single deck of cards can accommodate 1-5 players who control Adventurers. The Adventurers will complete dungeons and use the Scars & Silver they earn from the dungeon to have kids who become Adventurers. The cycle repeats until a player’s Adventurers retires and the player who reaches ten points of Retirement first wins.

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We largely gloss over the conflation of junkies with addicts, the characterization of the Onarian culture, Frakes’ electrocuted acting, and the Picard/Crusher Prime Directive Elevator Ride of Logic-Bro Condescension. So much to unpack and we focused on the Brekkian’s slit-condom chic.

Also, the guy from Doctor Quinn, Medicine Woman was Horace, not Lowell. Don’t wanna get the Quinnhead fandom mad at me.

“Symbiosis” is good for it’s time, but it feels a bit lacking. Deep Space Nine–coin drop–covered this all pretty well in “The Wire.” Were there other drug episodes in Star Trek that cover this better?

The Beige and The Bold is available on iTunes, Stitcher, and other podcasting platforms. It updates Monday mornings at 2:00 AM ET / 1:00 CT.