Giant Brain

[Reel Adventures] Should the nemesis be able to win?

Iain McAllister's picture

At the moment in 'Reel Adventures' the nemesis is doomed to failure. He will be defeated, it is just a matter of how much by. I don't know if I like that idea anymore. It represents the genre well enough, but I think it is unsatisfying from a gameplay point of view.

Would it be better then, if I balanced the game so that the nemesis is hard to defeat. It would need to be tuned to just the right point so that he wasn't a pushover or so poweful there is nothing the heroes can do about it?

[Reel Adventures] Random scene table

Iain McAllister's picture

So I have been pluggin away at 'Reel Adventures' for the last month or so and I am really liking the way it is coming together. I am adding several things to this version, including rules for sidekicks, applause and random scene generators.

[Stitch] If I could turn back time, oh wait I can!

Iain McAllister's picture

I am putting the finsihing touches to a new, although rough, draft of Reel Adventures, but in the mean time I thought I would start talking about Stitch again. I would really like to have a new draft ready to go for Dragonmeet so I can chat about it with folks there.

Anyway, the last time I played Stitch was at Conception:

Conception Stitch fallout

Reel Adventures - Ironing out the kinks

Iain McAllister's picture

Right, so Reel Adventures has been on the back burner since the last playtest at the start of the year, but I have had a few ideas about things I want to do to it.

The problem from the last playtest was that their was no incentive for players to risk the things they create. Basically their was no reason to take action, which was obviously a problem.

The main mechanic works pretty well, and the structure is good, but there needs to be some tweaking to make the game more interesting and also incentivise the players to take action.

So here is what I want to add:

[Art] Putting together a brief

Iain McAllister's picture

Hi folks,

I have started work on a card game project that I am hoping to release next year. One of the things it needs is a lot of artwork. I have an artist in mind who I have approached, and she seems interested in working with me on it. The next stage is for me to put together a proper brief for her on the project and I was hoping you fine folks might be able to help me out with that. So some questions:

1) Is their a standard way to put a brief together?

[Reel Adventures] Help me CE you're my only hope.

Iain McAllister's picture

Hi guys,

I am back looking at some RPG projects at the moment and need some help finishing off and playtesting Reel Adventures, my action movie story game.

From the last playtest, there was a problem with people creating Risk for their Stake by getting new Resources. There was no incentive to get involved in Action. I have now added in Grit rules:

Grit adds up over the course of the story.
The Hero with the most Grit at the end is the one who takes down the nemesis, everyone else just helps.

Grit rules are on p.14 and p.19.