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About Shyft

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  1. That's part of my problem, I have no experience other than various homebrew projects, nothing I consider worth mentioning. This is [i]it. [/i] That being said, I apologize if I gave the wrong impression. I'm not going to lie, I AM posting this to get exposure, but I want exposure so people will tell me if they see things wrong. It was more that I'm a little fearful of people wanting to get involved and then bog the project down, I've had it happen to other things I've worked on and seen it happen elsewhere. It's like, I'll welcome suggestions for things like "This is broken, here's why.". I was aiming to prevent suggestions like 'you should add this kind of thing!' I'll be glad to edit my post and blog to better reflect my intent, though I'm not entirely sure how to phrase it. [quote name='w00tf0rfr00t' timestamp='1338770669' post='4945974'] It would be nice if we were treated more as advice givers/mentors rather than your advertising campaign slaves. Can you please provide a resume or other evidence of your past experience? Also, there is little incentive for us to comment considering that you aren't interested in taking suggestions. You can always pick and choose as you see fit, but you should be as flexible as possible if you want to design a truly successful game. [/quote]
  2. Hi everybody! I am a game designer, trained and experienced but never employed. To that end I decided I'm going to use all that and actually [i]Make [/i]a Goddamn Game. So here's what I'm gonna do. [url=""]I'm going make a blog, and I'm going to post all the progress I make, along with the core rules and so on.[/url] So where do you all come in? Easy, you're exposure, you're word-of mouth advertising (even though I'm not going to charge anything.) When I have functioning rules, you're all welcome to test the out! Now, the actual Game: [size=6]Working Title: Thermal Shock[/size] [size=5]What is Thermal Shock?[/size] Thermal Shock, or TS for short, is a prototype TTRPG ruleset, primarily created as a means to hone my own game design skills, and to spread awareness of my skills. I also hope to make sure people have fun! The name is currently a working title, but for now, TS will do. [size=5]What do you do in Thermal Shock?[/size] In this game, you and your friends play as pilots of advanced combat vehicles, a giant robot or some similar form of mecha. You and your fellow players serve as a small squad of trained, experienced badasses. Are you Soldiers? Mercenaries or Pirates? Private Security? No matter what you are, you ride in some of the baddest pieces of military hardware around. [size=5]Project Goals:[/size][list] [*]Create a fast, easy to resolve combat rules for cinematic battles [*]Allow for extensive customization of player characters and their iconic battle machines [*]Develop enough of a compelling world to give players a reason to play Thermal Shock. [/list] Follow along on the blog, here in this thread, PM me, whatever works! I'd love to hear any thoughts on the project. I can't accept a lot of suggestions, too many cooks spoil the broth and all that, but I'll do my best!
  3. I admit I'd rule Hex-movement under Grid Movement, as a subtype of Absolute Positioning.
  4. I'm trying to research various types of movement rules in tabletop games, to in turn make homebrew improvements on other games. These are the systems I'm familiar with: Storyteller: In it's various incarnations, the ST system uses a "Distance Per Interval model", but does [i]not[/i] employ any form of map or absolute positioning mechanic. It's usually Yards Per Action or Yards Per Second, depending on your interpretation. Tihs is a facing-agnostic system, compared to DnD. Dark Heresy: Movement is defined by deliberate action, and those actions give you increasing distances traveled. Free Actions let you move a little, Half Acitons let you move further, and Full Actions let you move the furthest. Dark Heresy also assumes maps will be employed, but not in a strict, grid-model. Dungeons and Dragons 4e: Grid based, with movement being defined as how far you can move or how far you can force someone else to move. This system includes facing rules and other related mechanics. FATE: Fate uses Zones, which are vaugely defined volumes of space in a given environment, which in turn are composed of elements that can be invoked. Your absolute and position in the zone is flexible, as the game cares more about you being In the same zone as whoever you're interacting with, than it does with where you are in the zone. === Any input on this matter would be greatly appreciated!