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Reply To: RAZED – FATE OF A GALAXY: Feedback and discussion thread

Home Forums Game Developers Discussions RAZED – FATE OF A GALAXY: Feedback and discussion thread Reply To: RAZED – FATE OF A GALAXY: Feedback and discussion thread

#1768599

warzan
Keymaster
31125xp

but this has already more to it and can stand on its own legs. Trying to make it fit might bring its own issues like balancing out ‘Force’ users.

Thanks yes having it stand on its own is important to me too. My hope for the project has always been here is a cool fun way to enjoy a night of SciFi Spagetti Western – although I’ll need a netter description for it than that lol. The Star Wars galaxy is huge though so I’m not too concerned with it threading through that at the moment, but time will tell.

All the imagery in the rulebook immediately creates immersion which in part certainly sells this. Even if this is supposed to be miniature agnostic and clutter free hence streamlined part of me would like to have its own miniatures based on the images, card decks and poker chips as kismet tokens. Sure, Legion miniatures work perfectly, but where to get a variety of appropriate dogs?

I have already ordered some stuff to vary up the cards and kismet lol – a couple of friends from the US are sending me Sabacc shaped playing cards so I will have a play with those, and I found 30mm Chinese luck coins (the ones with the square hole) that im going to use for the Kismet tokens. – On the miniatures front, I’m almost certainly going to try and encourage a use what you have and what you like approach and build the flexibility into the profiles etc … somehow.

At the same time all the pages and placeholder images/texts make it a bit harder to follow the basics than probably intended.

Yes this is something I’ve been very aware of too, although I’ve been saying to my self wait a bit longer until you get most stuff out of your head and onto paper and the game itself tested and tighter – THEN I can do a few rounds of structure and editing to see if I can make it more logical. (I would have the benefit of page numbers and more experience of its gameplay etc by then)

The game overview at the outset is good and immediately sets up the framework, wish others would do this more. For Beta testing it would be good though to have a rules summary/the tables on a few pages to print off. The core mechanics take a moment to understand, but should be pretty intuitive from then on.

The game overview was a must have for me – I like simple bullet point lists that can just give me a flavor of what to expect without a lot of drama – I’m glad you noticed that part as I wish more games would do it as well! I actually have a ‘PRINT PACK’ here which I use to print stuff out for testing so its got all the tables and profiles and blanks etc in it – That will form part of the package soon as I’m trying to set this us as a ‘only print what you need’ type thing.

Card mechanic – I get the options this brings in principle but have never particularly liked using it in practice. The only game I semi-regularly play with it is Too the Strongest where it is so intrinsic to the game. Perhaps my general prejudice is just based on the aesthetics of having cards in play – maybe if the cards used for sets of different themed symbols, I’d not even think about it. Here though using the suits for different types of actions as well as the ability to use cards in a universal manner for some things, albeit at greater cost, sounds really good so far. Has the potential for very tactical gameplay and in a PvP context brings uncertainty into play too.

Yeah I think the cards will make for some really nice game play – but time will tell.

In the absence of a few full profiles, it’s hard to the relative strengths, problems etc. so can’t comment much on that yet. It’s also a bit difficult to imagine how large the teams are supposed to be.

That will have to be discovered though playing.

The only element that had me wondering was the question of movement – I get the using the two card sides as a streamlined measure (though with those distances what is the gaming area supposed to be?). That perhaps puts too much of a limit on the ability of a wide range of unit types to move. Maybe that is intentional. Maybe using different activation values provides some variance or maybe there could be modifiers using multiple card lengths.

Movement is very much up for grabs at the moment – what’s in there is my starting baseline, but there is no reason it can’t include ‘2 card lengths etc’ to help differentiate speeds etc. Again I’m starting with a baseline and then will tweak it during and after playing it to see how to get a nice balance of movement – personally I don’t want things to drag out so my hunch is movement will increase across the board.

🙂

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