Creating a Game (Part 10) - Night Mode (and then some)
Yeah, it didn't take me long, here's the night mode version of the sheet.
This is the bit of game design that I really like, the bit where yu make things look atmospheric and appropriate to the themes you're trying to convey to your players (and maybe a bit pretty as well).
I've also generated up the trait cards, some of which will be prewritten and ready to go, wile others will be left like this so they can be filled in with concepts appropriate to the story as it unfolds.
The bottom of the trait card has space for a player to place a paperclip. This can be slid along the edge to indicate how long the trait will remain in play. I've also included a circle in the lower right corner of the trait card, where I'm thinking of adding some symbols that might add some extra complexity to the game system for those who prefer a bit more crunch to their games.
I'm still thinking about the best way to do this, but I've got a few ideas in mind.
Some of the gifts in the game might be flavoured according to the type of traits they affect. "Gift A" might have a basic ability that only affects people, while "Gift B" has a basic ability that only affects equipment. If you've got The advanced version of "Gift A", it might let you use "Gift B" on people. But how do we quickly make this lear without needing people to slow down the game and read fine print. So we come up with some symbols.
Another idea is playing with the idea that some traits might be more resilient, or more effective in play than others. Players in this game have more agency and ability to control their character's destiny than they do in a lot of games. When traits are affecting a task, players draw a number of cards equal to the numer of traits affecting the task, then they get to apply those cards to the traits. High cards in the game always have better effects than low cards, so it makes a dramtic change to the game if you are forced to placed high or low cards on specific active traits.
The final
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