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>create a new setting
>don't have any TTRPG to base around it and it has too many wars
>make a wargame instead
>give it its own set of rules and codexes
>
>don't have any minis
>can't playtest it
should I actually invest in making my own minis and find some schmuck to try out this beta of an hypothetical wargame?
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>>85028379
>>don't have any minis
>>can't playtest it
You're a fucking dipshit retard if you think you need actual hunks of plastic, or even fucking physical objects, to playtest games.
If you need to be spoonfed this information you shouldn't even bother with game design, because everything you make will suck and will just eat up space on some fucking hard drive.
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>>85028463
Jesus Christ.
Whats up with people on /tg/ these days? Everybody is mad, everybody is angry and irritated. They don't like a thread and feel obligated to come in, say some shit like "faggot" or "retard", tell you you should abandon everything, and so on and so forth. What is up with you people? Where's the fucking /tg/ that would get hyped over random NPCs in DnD sessions?
Anyway, what you say is like "You don't need an actual keyboard or game controller to playtest a video game". Sure I can think of the many ways players can interact with some elements of my game or abuse some of the rules, but ultimately, without proper testing, I can't predict everything.
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>>85028379
I'm using cardboard circles with names on them for my prototype, terrain is just bits of paper , straight up 2d, there are LoS stands but at this level im more concerned with how broken the faction unique rules play out to be
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>>85028379
You're not going to do any real work on it once it gets a little bit hard, so I wouldn't worry about it. Just a week or so and you'll lose all steam.
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>>85028573
should also mention notecards, you can arrange them in so many ways to make all sorts of cool shapes, or just draw little barriers and cars and shit on them for fast setup
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>>85028573
>how broken faction unique rules play out to be
let me guess, one of them is designed to counter another faction specifically, or do they rely on usurping one of the core aspect of your game?
>>85028596
Hobbies be hobbies. I invest as much time in it as I desire.
Also, god you deadpan snarkers are legions on this board.
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>>85028379
Get a cheap 3d printer and you'll have plenty of minis. They won't be perfect, but they'll be there.
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>>85028522
No, he’s completely right. If you can’t fathom the idea of playtesting using coins, bottlecaps, or pieces of paper, any efforts you have will be horrifically stunted by your lack of basic problem solving skills.
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>>85028651
yeah I figured. Been practicing 3D modeling recently. Got any recommandations for that?
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>>85028379
If you don't have any minis then presumably you've hardly played any wargames. Don't design a style of game you've never played, at best you'll make a shit version of something that already exists.
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>>85028522
>Whats up with people on /tg/ these days?
I'm tired of fucking idiots asking fucking stupid questions. This is fucking basic shit you could google and your lazy ass decided that instead of google it you'd make a fucking thread so you can be spoonfed everything. Why would I waste effort being kind and helpful to you when the fact that you can't even use google is proof fucking positive that everything I say is going to whizz right over your head. You aren't going to learn anything you're taught, and instead of sit and watch people baby you I'm going to let you know exactly how fucking retarded you are and how much of everyone's time you're going to waste by pretending you're capable of using your brain.
>Where's the fucking /tg/ that would get hyped over random NPCs in DnD sessions?
Killed by people like you. Constant deluge of low effort scrubs + dipshit /v/irgins everywhere = a lot less generosity towards newfags who are 99% likely to be screeching retards.
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>>85028688
>suddenly I'm the reason why /tg/ is dead
damn, have I really busted a nerve in you that hard?
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>>85028661
If you want the models to look really nice with crisp detail, get a resin printer. If you want them faster and cheaper, fdm all the way. Both have budget options that work perfectly well.
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>>85028738
Well, investing in resin would be worth it if it has the details I'm looking for. I don't wanna show off my game with low-quality stuff. Probably only a couple of friends of mine only are going to play it, but I want them to have the best I can provide.
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>>85028737
Can you go back to doing whatever it is that ESL fucks like you do in-between making shit threads? You've already been spoonfed like a goddamn child, there's no need for you to stick around and pretend you're doing anything worthwhile.
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>>85028794
You can leave, too.
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>>85028639
why would you assume that i would design factions to counter one another, at that point theres no point to playing lmao
the factions are based around how they go about scoring points, the units are quite durable and the two scenarios i test it on are about scoring VPS and what unique mechanic they employ that modifies the basic gameflow
to start i actually made a literal crashtest dummy faction that was meant to be a pure vanilla standard that all others would be weighed against, one that is not actually meant for play
since the demo is using tiered capture points and ongoing deployment, the flexible deploy points are worth 1 VP to hold while the shitty ones are worth 5 VP, most of all armies save one start off of the table and use the board edge or these points to come in when their division activates

the list structure differs, the wargear differs, each faction has unique weapon tags and abilities and PREP actions, some can shuffle how their alternating activations work
and of course the focus, the main reason you make a different faction to begin with, is the fantasy, the way you want to go about winning


extremely hard to table an opponent, near impossible actually, the game is about escalating firefights that turn into full scale battles where morale and holding the line is more important than killing the opponent
battle lines shift each table turn, shock reduces the action economy of each squad until breaking point
the factions focus on how they engage with the ongoing deployment, the unique army rules that give them an edge in their wheelhouse, the way they go about taking/holding objectives, how they manage shock (or exacerbate it), the flexibility of their loadouts and how specialized the average mook is, their traits that govern their best-use cases, the spread of units each faction relies on and the very composition of squads divisions and battlegroups
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>>85028522
He was definitely right about you if this is your reaction to "Just use a piece of paper moron" in response to tlyou apparently being unable to playtest anything due to your lack of minis.
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>>85028522
>Anyway, what you say is like "You don't need an actual keyboard or game controller to playtest a video game".
QA lead here. You're a retard.
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>>85028379
Literally use dice, bottle caps or lego, tard.
Hell I demo'd a wargame using the Risk pieces.
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>>85028877
>extremely hard to table an opponent, near impossible actually, the game is about escalating firefights that turn into full scale battles where morale and holding the line is more important than killing the opponent
battle lines shift each table turn, shock reduces the action economy of each squad until breaking point
Quite literally the opposite of Warmachine, then? Huh. I like that approach, seems like you want to reward players for playing carefully and defensively. Well no, but from what I get, its more about getting the objective done and not mass-murdering the enemy. Reminds me of some games I had with Brikwars, I had some players who, in desperate attempts to win the game, actually preferred to take risks and complete the objective as quickly as possible instead of engaging in fights they couldn't possibly win. Looks like you've based your entire design philosophy on that concept, huh?

Mine is essentially glorified TF2 in TT form. I want to make every troop feel like they play an important part of the game, and that their role is crucial to the advancements of the team. You know? I can go on about it, but then I guess I'm gonna start pointing out the very flaws of my own game. I do that every time I go back to one of them.

That being said, I'm curious about your game. Do you have a PDF or somethin'?
>>
If you want people to stop being mad all you have to do is post your rules OP, provide you're actually making something.

>>85028688
based
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>>85028522
these guys are being dicks about it but the point is you can playtest with proxies and cover the vast majority of usecases, like 99%

good luck anon
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>>85029094
thanks anon, appreciated
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>>85028877
for example, the cowboy molemen lean shootier but their weapons are low RoF, most of their units are hyper specialized, made for bespoke roles, and have a lot of types of specialists, they also focus on inflicting shock through a crossfire mechanic, heavy use of LoS blocking smoke (which is a double edged sword) near universal alternate deployment, and a tunneling unit that creates temporary deployment zones

the umbral tide sea aliens have a caste system of human conspirators hybrids and purebloods that change how they share shock, they also purge shock damage from enemies or put it on their own thralls to cast "spells", some thralls get better when on high shock, but crumble like any other unit, so it's a haymaker gambit
they are a burn warlock sort of playstyle with a hypersolid core of elites surrounded by chaff and monsters that have to be tardwrangled, but feel pain and regenerate, making them ideal self-shock farms, they are more attuned to operating in clusters so that the monsters stay wrangled, and the humans can be sacrificed at the right time to open up for a big cast, which takes careful activation order to keep the variable action economies of the army flowing

then you have the houses of the round, which are the least shooty faction but trade that in for highly customizable elite mixed units that are beholden to one of six houses, which alter their loadout options, stats and rules, they favor a castle strategy but have little in the way of alternate deployment or light units to fastcap, so they rely on the synergistic benefits of each divisions chosen house to linebreak in spearheaded charges, when on a point they are probably the hardest to shift due to their command rules allowing shock damage to be reallocated, and their resilience in melee making them hard to charge into without buttoning them heavily first, they have easily the worst prep actions though, so if they arent dictating flow they suffer
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>>85028379
>create a new setting
>don't have any TTRPG to base around it
Just use BRP, or if you're autistic, GURPS?
>and it has too many wars
Why is this a problem?
>>85028463
While rude, anon is right. Just make paper standees. Or use TT Sim
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>>85028379
Paper cutouts anon
Also post rules
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>>85029027
yeah i based it off of playing Close Combat /DoW2 with my brother, where unless you're a botchlord you rarely have anything die, just retreat or get pinned and panicked
it uses hardsuits, but sorta cassettepunk ghetto ones to explain why everyone is shrugging off damage and why weapon ranges are quite low for many things
everyones stats like movement and accuracy are quite low, but they have AP that they can spend to multimove (called rushing) which fucks up your ACC but also makes you harder to hit, but eats up a ton of ap, which EACH cqc attack costs and EACH weapon system costs, and EACH prep action costs, so it's always about balancing output
because sure you could spend a whole turn stationary to light up a squad of Valiants down the way, but you will not kill them, and now they just burned 3 ap to triple that 4" move and now they are garrisoning a building, and slapped a prep token down
war machine was big influence, and my first wargame was a ghetto pre-internet brikwars me and my friend played with his titanic lego collection lol, we played that shit for years, and eventually graduated to brikwars proper when the pdf dropped
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>>85028379
Use assorted coins as minis.
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>>85029348
WELL GET A LOAD OF MISTER MONOPOLY OVER HEAH
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>>85028522
Why are you such a faggot retard?
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>>85028688
If nothing you say is going to get through to OP then why even waste the time and energy to do so? OP's post is idiotic on the face of it, but if that's enough to get you so bent out of shape then you're far more of a colossal faggot then he is, god damn.
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>>85028379
Use paper minis, a draw on a stand, or just a piece of paper with a number.
Don't listen to any who tells you you are wasting your time, maybe you are, but it's yours, and they should keep their opinions to themselves.
For all playtesting proposes, make it free, don't spend on miniatures, or terrain, or anything, I had seen game designers never lift games that had potential because they paid a sculptor for minis a lot of money before they had a working set of rules or even some lore.
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>>85032733
How important is lore?
I sorta bump into it incidentally to suit the faction flavor and flesh it out with hooks about why they would fight each faction or how their stories cross.
I know it helps foster attachment, but is it really something worth building around in a wargame?
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>>85028379
release and play it on tabletop sim instead
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>>85033626
It absolutely is worth having, if the financial success of 40k is any indication. There is an asterisk, though.
Odds are, someone posting here asking as much doesn't have shareholders breathing down their neck. So: what is the creator's personal focus? One of the hardest parts of making something over the long-term is motivation. Keeping one's own self interested is paramount, or it'll die in stillbirth. How exactly one stays motivated and interested depends on the person, but it is a skill that can be practiced. If staying motivated involves taking a break from crunch to work on fluff, then godspeed.
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>>85033626
Actuall thats debatable. If you want to get technical, a game has 3 components, the mechanics, the materials and the ambient. And the three support each other.
The mechanics is plain and simple rules, the material are the tokens, the assets in general, from the choice of paper, cardboard and plastic to the designs and aesthetic, and the ambient is the lore, the whys and how and who.
There are hundreds of ways to address this but the more your parts support each other the better final result you get.
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>>85028596
>Anyone who is making a game will give up
If you really believe that, I'm sorry for you.
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>>85028688
You explain that you dislike people who are ignorant, and yet you absolutely could introduce them to the mentality that you believe is correct, and a good source of information on the site/board.
It seems to me like you're more annoyed at something else, and that's influencing the way in which you view the people on this board.
When this board gets worse, it's not because of new people. It's because of people like you.
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>>85028463
>>85028688
You're taking it too seriously. Wait an hour for the vodka to wear off and try again.
>>85028659
You have a point, but I disagree with you. I believe that making such an assumption based on such limited information will hinder its effectiveness to enough of an extent to make it functionally worthless.
>>85028678
This is actually a valid criticism and could be of great importance.
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use papercraft minis you absolute baboon
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>>85034038
>>85037675
thanks guys
that's some solid advice



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