Tag Archives: X-Com RPG

Recap of Recent Musing: X-Com and One Piece

I’ve been pretty busy with some exciting projects lately, so I unfortunately haven’t been blogging in far too long. I aim to get back into it. Here are a couple things that have been consistent on my radar: X-Com and … Continue reading

Posted in CortexPlus, Gaming, X-Com RPG | Tagged , , | 3 Comments

So You Need an Elemental

Here, have 144. Inspired by @claymancers who requested help brainstorming types of elementals, the following list of 144 types came from my mind and others on Twitter. Some are ridiculous but even the ridiculous can serve to inspire other good … Continue reading

Posted in Exploration, Gaming | Tagged , , , | 1 Comment

X-Com RPG – Mayhem and Madness: Injury and Morale

After focusing on creating and cultivating your precious troopers last time, this post is about making their lives miserable through terror, panic, and the effects of devastatingly and unfairly lethal firepower from beyond. Much of this material is inspired by … Continue reading

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X-Com RPG – Character Generation: Making the Grunts Matter

Now that more of the big picture of the game is semi-nailed down, we can re-visit soldiers and their missions with much more clarity. Since they use their commanders’ Role stats, each soldier doesn’t need a lot of additional detail, … Continue reading

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X-Com RPG – Research: Embracing an Infinite Tech Tree

NOTE: I’ve added some links and images of a new X-Com remake to the X-Com article Index. Take a look if you’re interested in playing video game versions of what’s happening here. Last time, I ended by encouraging X-Com GMs … Continue reading

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X-Com RPG – Game Structure: Campaign Considerations

Prepping an X-Com Game Some preparations are required from GMs both for new X-Com RPG sessions as well as entire campaigns, but not as much as one may think, and often just the fun parts. Generating Unique Threats GM Jack … 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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X-Com RPG – Beyond Combat: Running the Organization

Today we’re diving deep into the workings of this extensive organization. I hope you enjoy the ride.  I’m quickly getting to the point where I need to compile all this info into a single well-organized resource for easy consumption.  We’ll … Continue reading

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X-Com RPG – Design Decisions: Building Tension with Time

Collaboration: Strength in Numbers In X-Com, soldiers die a lot. Those that don’t die get better, but then when they die it’s just all the more loss for you.  All that to say, there’s strength in numbers and soldiers only … Continue reading

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