A first draft of Meat game structure. Color coded for act structure. Y remains undefined and one of a few elements that will be pre-programmed. The graph is open to allow campaign style play.
My concession speech about not being able to make the 14 Day badge. Development continues and I reassess what needs to be completed and how to do that best before the 30 Day deadline.
Putting aside one damage track concept in favor of something a little more simple.
In Meat, combat will be the result of action and movement through a series of consequences set up through an unfixed character generation and setting generation. Both are entwined in a bidding mechanic that results in scene building and who goes first.
A little existential stroll through how much packaging to provide in your system for players through setting and theme. Wherein the designer wrestles with a couple of pieces of fiction or to throw caution to the wind.
First look at how the gaming table will look in Meat; as Conditions have been applied to setting and NPCs are nearing the playing field.
the mechanics of Meat’s combat system evolves and matures (some might even venture to say that it cures?)
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