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Nerd Pride Radio The home of the Nerd Pride Radio podcast and other acts of nerdity. 2018-08-18T19:44:20-05:00 https://nerdprideradio.com/nerds/feed.php?f=27&t=2017 2018-08-18T19:44:20-05:00 2018-08-18T19:44:20-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=42016#p42016 <![CDATA[Re: [GB] Design Considerations]]>
Never tell players no.

That is, curses should not say, "player cannot shove"

Find something else! Alter dynamics of the game! For example, curse such as...soon as you touch godball, you must throw it exactly 5 hexes. Soon as that act is done, discard the card.

Just an example!

Statistics: Posted by FlameBlade — Sat Aug 18, 2018 7:44 pm


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2018-03-30T16:38:23-05:00 2018-03-30T16:38:23-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=36647#p36647 <![CDATA[Re: [GB] Design Considerations]]> Statistics: Posted by Eliahad — Fri Mar 30, 2018 4:38 pm


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2018-03-30T13:07:04-05:00 2018-03-30T13:07:04-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=36641#p36641 <![CDATA[Re: [GB] Design Considerations]]>
If we were going to do Norse next, I'd prefer to focus on the more esoteric (read non-Marvel) gods like Baldr and Freyja. Also, this is WAY in the future, but when we DO get around to the Norse Gods, what would you think of releasing a new set with a new game board? A new map with Yggdrasil in the middle as opposed to the Balkan peninsula might be really cool.

Just a thought for the far away times :)

So, for the record, I'm generally not in favor of game-ifying religons that are currently practiced, even if the practice is not particularly widespread. That would, for me, rule out:

Hindi
Native North American (Aztec and Inca would be okay, but I'd shy away from Iroquois, Lakota, Cherokee, and groups like that)
Buddhist
Shinto

I still think that leaves many to explore, but that's where I'm at right now in terms of what pantheons I'd personally prefer to avoid.

Statistics: Posted by Bluedevyl — Fri Mar 30, 2018 1:07 pm


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2018-03-30T12:32:50-05:00 2018-03-30T12:32:50-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=36639#p36639 <![CDATA[Re: [GB] Design Considerations]]>
1. Given. And it's almost exactly as easy to do as to not. So why wouldn't we?

2. Wholeheartedly agree. I'm even being careful of Hera. I LOVE having her in and I like the direction we're going with her, but I've been very careful with her, because so much of her mythos is designed around being the shrewish, jealous, temperamental wife. I don't want to fall into that. She can be strong and conniving and dangerous without being a stereotype.

So yeah, Aphrodite can be about healing and love and attraction and influence without being about sex/lust/romantic love and without being gender-specific.

3. Also agreed. The Norse gods, when you break them down, are so often just reskinned versions of the Greek/Roman gods.

I'd actually love to do Indian, but Hindi is still actively practiced and I'm not willing to even TRY putting it into comic game form.

Statistics: Posted by Mike — Fri Mar 30, 2018 12:32 pm


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2018-03-30T11:30:54-05:00 2018-03-30T11:30:54-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=36636#p36636 <![CDATA[Re: [GB] Design Considerations]]>
1) We need to use a colorblind friendly palette.

2) We don't sexualize any of the characters. Just because these are Greek God's, there is a certain amount of that in their history, sure, but we can let the history be the history and keep it separate from this game. (Yes, this removes the "fukkin" card from consideration. And as amusing as it is, I don't know if it belongs ;) )

3) As much as I see the Norse pantheon and Heroes being a logical next step after finishing the Olympians. The Egyptian or Aztec Gods may be a better 2nd expansion.

Statistics: Posted by Eliahad — Fri Mar 30, 2018 11:30 am


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2018-03-28T00:08:37-05:00 2018-03-28T00:08:37-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=36523#p36523 <![CDATA[Re: [GB] Design Considerations]]> Statistics: Posted by Mike — Wed Mar 28, 2018 12:08 am


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2018-03-27T16:17:28-05:00 2018-03-27T16:17:28-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=36511#p36511 <![CDATA[Re: [GB] Design Considerations]]> Statistics: Posted by Eliahad — Tue Mar 27, 2018 4:17 pm


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2018-02-17T06:44:55-05:00 2018-02-17T06:44:55-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=35112#p35112 <![CDATA[Re: [GB] Design Considerations]]> Statistics: Posted by Wowie — Sat Feb 17, 2018 5:44 am


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2018-02-16T12:32:45-05:00 2018-02-16T12:32:45-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=35075#p35075 <![CDATA[Re: [GB] Design Considerations]]> COLORS
Yeah... I'm okay with distinctive colors for the card backs to help distinguish decks. But then also, there should be some use of color on the front that distinguishes between different powers or effects or whatever. Cards that modify hero actions are in blue (for example)... or if you want to differentiate between bonuses and penalties (boons and curses) we could use two different colors. Reaction/Instant cards have a purple border or whatever. This sort of thing.

[EDIT] You posted while I was typing. But yes exactly... I think we're saying the same thing.

SYMBOLS/ICONS
I am very cautious on this one. So far our cards are very roomy. We can fit all of the needed text in them and still have room left over for art and notations and such. I am cool with symbols on the cards IF their meaning is obvious/easy to remember... OR if the symbol is accompanied by the explanatory text anyway. For example, Magic has abilities such as Flying, Vigilant, etc that originally included the basic explanation of the power on every card that had them. But then in later sets, they figured everyone knows it, so they started just putting the name on there without explanation. Great for long-term players. Sucks for me, because then I have to break out the rulebook each time I get one of those, because I can't remember everything it does. Or games that use symbols to save room on their cards, but then I need a separate reference card/sheet to interpret those symbols each time because they aren't intuitive.

So like I say, we can have a small number of symbols, a core group, that are central to everything and easy to interpret/remember, because they are obvious and used everywhere. But then beyond that core, I think symbols are nice as a convenient visual but still have the explanation as well.

Or possibly I'm overly cautious here and just being a big baby about it. But something to think about.

Statistics: Posted by Mike — Fri Feb 16, 2018 11:32 am


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2018-02-16T12:04:39-05:00 2018-02-16T12:04:39-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=35074#p35074 <![CDATA[Re: [GB] Design Considerations]]> Statistics: Posted by Eliahad — Fri Feb 16, 2018 11:04 am


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2018-02-16T11:58:53-05:00 2018-02-16T11:58:53-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=35073#p35073 <![CDATA[Re: [GB] Design Considerations]]> GOD CARDS
Yeah... I'm sold on not mixing decks. In the final version, we sell you god decks of 30 or 36 cards or whatever, and those are intended to always play as a unit. Then, I agree with Andrew that we put the distinctive symbol of the god on the backs of their deck to A) make them easier to identify and sort and B) discourage mixing/matching that would throw off game balance.

MAP
With the hex map we've been using, the hexes on a full size board would be nearly 1.5 inches across. This is awesome. Plenty of room.

TERRAIN
Terrain should be hex tiles that literally fill the space of a single hex on the map.

BARRIERS
Instead of making these stackable, we may want to have small bead-like tokens that get placed in the hexes. I watched a how-to video for some other game that did this, and with as roomy as our hexes will be, we should be able to put a hero figure into a hex and still have room around the figure for 5+ little obstacle markers. I don't know how many barriers we will have in play in the final version or what the cost difference would be, but this is worth considering.

HERO FIGURES and GODBALL
Ideally, I want pretty, molded plastic, pre-painted figures. I don't think that will happen. However, in whatever form the hero figures take, I really really want some way to set the godball itself onto the figure when that hero has control of the ball. I don't care how we do it, but it would be so nice that when I pick up my figure and I have the ball, the ball just comes with me and we don't have to make a show of picking up both of them, moving them, and restacking them each time.

On the other hand, maybe the ball is designed such that it just fits neatly in the hex next to the hero fig in much the same way as I described barriers above. Maybe.

Statistics: Posted by Mike — Fri Feb 16, 2018 10:58 am


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2018-02-15T22:57:57-05:00 2018-02-15T22:57:57-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=35060#p35060 <![CDATA[Re: [GB] Design Considerations]]>
We associate one color with one aspect of godhood. Poseidon's cards are blue, but in a Japanese expansion Ohoyamatsumi could be blue as well... simply differentiate the backs of the cards with expansion symbols.

I don't think if we start with the idea that the backs of the cards are dead space, they can contain whatever art is designated and there's less of a concern about potentially mixing and matching.

The idea of a particular aspect of divinity having a signal color might make it easier to grok for newer players...

Just some thoughts.

Statistics: Posted by Bluedevyl — Thu Feb 15, 2018 9:57 pm


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2018-02-15T20:54:38-05:00 2018-02-15T20:54:38-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=35059#p35059 <![CDATA[Re: [GB] Design Considerations]]> Statistics: Posted by Wowie — Thu Feb 15, 2018 7:54 pm


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2018-02-15T20:41:44-05:00 2018-02-15T20:41:44-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=35058#p35058 <![CDATA[Re: [GB] Design Considerations]]> Statistics: Posted by Eliahad — Thu Feb 15, 2018 7:41 pm


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2018-02-15T20:38:55-05:00 2018-02-15T20:38:55-05:00 https://nerdprideradio.com/nerds/viewtopic.php?t=2017&p=35057#p35057 <![CDATA[Re: [GB] Design Considerations]]>
Nevertheless for this game it's probably better to have god decks non-mixable. Otherwise they lose their identity and theme, which I assume is important?

Statistics: Posted by Wowie — Thu Feb 15, 2018 7:38 pm


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