Tag Archives: game design

Potter-ville – House Rules, part 1

Every version of Cortex Plus does such a tremendous job of capturing the feel of the licenses, from mechanics simulating literary and dramatic devices through to the naming structures and conventions.  For Harry Potter, we have the four Houses of … Continue reading

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Small Spells – A Discussion of Scope for “Potter-ville”

From small spells do mighty enchanters grow. So Harry Potter was the winner of the recent poll I held deciding on the next Cortex Plus project (although it was tied with Battlestar at one point, so that may well be … Continue reading

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Building a Better Labyrinth – A Maze Mechanic Idea

I’m of an age for whom most adventure gaming on the computer was of the text-based variety. A particularly large portion of these games seemed to feature some variation of a maze at some point and looking back on it … Continue reading

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Leveragin’ the Black – Stattin’ the ‘Verse

We’ve covered what dice the players roll for their characters, from the assignment of their statistics to covering which dice to roll and when.  But what about the GM: what dice does the GM roll in opposition to those rolled … Continue reading

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Leveragin’ the Black – The Value of a Man

The value of a man resides in what he gives and not in what he is capable of receiving. – Albert Einstein As mentioned back in the post Rollin’ Roles into Stylin’s, the themes we are concentrating on as our … Continue reading

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X-Com – One Roll Invasion Pool

I’m very impressed by the One Roll Engine (ORE) developed by Greg Stolze, especially as it has been utilized in Hollowpoint, a game in development by VSCA. I believe a variation of ORE may be just what X-Com needs to … Continue reading

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Gaming and Dancing – Unexpected Parallels

I was talking with my wife over a nice Valentine’s dinner out on Saturday and we got onto the topic of similarities among the things I enjoy. She identified that I approach all the things that I enjoy the same … Continue reading

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A Cortex Plus Primer

In my X-Com RPG posts, I’ve been assuming a certain knowledge of CortexPlus from my readers. For those unfamiliar with the system, here is a quick primer which I hope contains all you need to understand what I’m doing with … Continue reading

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X-Com RPG – Game Structure: Play Progression

Play Progression Having established that players will make all game decisions from the perspective of their Commanders, how will the game actually play out? Summary of X-Com’s ‘Zoom Levels’ Here again are the game’s three zoom levels, where we left … Continue reading

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X-Com RPG – Game Structure: So How Does this Work?

I’ve given a smattering of mechanics covering various parts of X-Com RPG, but I’ve left a lot of holes. So, as far as an overview, how would this game actually play out? This game is very, very far from being … Continue reading

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