Hi everyone,
Last week I posted a list of "29 Features to Build ANY Table Top Game" (http://www.globalgamespace.org/index.php/blog/29-features-to-build-any-t...) and was hoping to get some designers to weigh in and see if I missed any. Some people have gotten back to me with some good input on creative things you can do with a deck, bag, etc., and I'll be posting a follow-on list in the next couple of days to cover the things I missed.
If anyone has a couple of minutes free, and is interested in helping me out with something that I think could take a lot of the pain of finding playtesters, could you take a look at my list as it stands and let me know if there's anything you've seen that's still been overlooked?
And if there's a game that uses something truly unique, I want to play it myself!
Thanks,
Curtis
Hi! You're right, there are a lot of specific implementations of each aspect, but I think there are some fundamental "building blocks" that make everything up. Sort of the way that any software product can be built from the basic components of the Turing Machine (http://en.wikipedia.org/wiki/Turing_machine). It's been afun exercise to pull everything apart.
So as far as getting multiple results on dice - I think that's covered. I'm not looking to make an engine that imposes game rules right off the bat; I'm aiming for more of a collaborative space with a board game focus. A player would be able to roll as many dice of whatever types the game requires, and see the results on-screen.