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Wasteland of Enchantment Games

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A member registered Jun 15, 2019 · View creator page →

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I'm glad you had fun with it!

And I really like the idea of offering up rules variants! Maybe I need to put together a supplement with some collected variations!

Perfect! Thanks!

I've been added as a collaborator to 2 of my 3 games (Maelstrom of the Arcana and Astrobot Explorers) but I don't see them listed on my profile.

Should they be?

If so, how do I make that happen?

No worries! Just didn't want to be holding things up :)

I didn't receive a confirmation email on my Round 2 submission. Are you waiting on me?

Will we find out who we collaborated with at the end?

I LOVE the inclusion of a top! What a great way to build the randomizer into the card.

Plus, games with cute animals are always great.

Thanks!

I've found generating some sort of relationship is super useful in getting games rolling quickly. And it's a lot of fun!

Making games based on player skill, as opposed to character skill can be contentious. It's one of the complaints against Dread, most famously. But it can be a fun thing to do if the game isn't too serious. I was inspired by a 200 Word RPG entry that used Nerf guns as a mechanic.

"How does a player lose to damage?" As in, how do you know when a character dies? Beats me! There's only so much game I can fit on a single card! But my hope is that damage to the card (folds) makes them harder to throw and thereby reflects the impaired capabilities of a damaged character.

Excellent simple game. Pick a number is not a dice-less resolution mechanic I've ever considered before but it works well!

I was wondering about that too. Scrambling them. Still very cool!

This is a pretty interesting concept!

it's possible that I defined things too much in the first stage. But I hope my collaborators don't feel constrained. I hope they tear my work apart like a swarm of locusts and build a idol in their own image from my game's bones.


But mostly I'm just patiently waiting for the 11th so I have something to do. Waiting is the hard part. At least right now. 

I should also note that I'll probably be posting the art as I make it on both WOE's Facebook group and my Twitter. Follow if you want to see! Links in the Beta v4 doc!

I really like this game. I would totally play it.

I need a game to help my tables of strangers at cons meet each other before playing. This would probably work better in a larger, freely mixing group but it's a good start!

I like this game. It's cute.

I would be pretty cool if each card on the sheet had a different cluster of stars!

How are collaborators being selected?

I'm excited!

I've got a half-baked game idea I've not been able to do much with for years. I would love to see some others take it and run wild with it.

Archipelago has been on my "To Read or Play" list for YEARS now! I was probably inspired by other games that were, in turn, inspired by it.

I haven't actually checked out Zombie World yet so it's a matter of parallel evolution, I think. I did copy the outcome bands probabilities from PbtA though! Anything to get away from a binary outcome!

Beautiful layout work on this one!

"One of you is dying". I like that. It's  juicy.

As much as I love lingering over collaborative setting creation (throwing Fan Mail at Questlandia and Microscope), I don't think I can afford any of that here.

With the goal of introducing complete newbies to the idea of RPGs in no more than 30 minutes, I think it's probably best to design a game with a clear and exciting situation baked right in. The players need to know where they are, what they're facing,  and what they can do about it immediately.

That's pretty easy to do with a physical conflict. Pick a familiar genre, threaten the players, go. Whether it's an Inn surrounded by zombies or a sky-ship being boarded by pirates, it works the same. The stakes are high and the bad guy is obvious.

I struggle more, always, thinking of similarly engaging non-combat scenarios.

What's your approach to creating a scenario for your game? What advice do you have for scenario design?
Or maybe you disagree with my entire premise and are taking your game in a very different direction?

I really like the use of professions/classes as stats. Very clear and flexible.

I love worldbuilding, session zero games! Now I need to get a tarot deck.

As a fan of sandwiches and finding quiet moments everyday to take a break from reality, I am so excited for this.

KSUA Critical Hits podcast used Rainbow World to generate a setting for a Fate game in episode 44. Listen to the first 30 minutes to hear the game being played!

https://ksuacriticalhits.wixsite.com/show/single-post/2018/07/19/The-Shell---Rai...