what does the process of setup design look like for you?
luka! hello!
Le Luka…
hihi soweli!!! :3
:o
i wish i was a girl
You youbie. Me not youbie.
Me ash.
Like?
Or dislike?
am i pretty enough, to lie to
meow meow meow you should play on FoL more
i wish i was uhhh…
i dunno
overall pretty content with my life save for the whole “inherent limits of the human body” thing
Im a pathfinder player its my moral obligation to slander 5e
It varies from game to game, but given my propensities as a game designer, I tend to focus heavily on setup design first, then figure out roles afterwards.
So Zelda Mafia, for example, was me starting from, “I want a guy to be able to windbomb in a mafia game,” then creating a setup that would have the structure to do this over the course of several months. Once all that’s done, I start creating roles. Zelda Mafia was specifically a tricky one because it was a lot of, “How can I create roles that have ways of being morphed into Unique Actions?” which is why I ended up not having the Bombs in the final game (it was replaced with Stasis because that had more utility as a whole).
Similar structure was there with Circle Mafia - setup, then roles - though that situation is closer to why I wanted to focus on role design: my roles tend to more be flavoring over the setup rather than actually being interesting in their own right.
I LIKE
Truly a setup design moment to design an entire setup around a desired mechanic and then not have said mechanic
DISLIKE DISLIKE DISLIKE DISLIKE
Like
We got something similar to that with the Stasis and Wind Waker roles: Carbon was basically able to fly across the map in a single turn in the QBCord version.
I’m rather happy with how that game turned out, even if it had some pretty big structural issues.
