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| Friday, November 21st, 2025 | | 12:57 pm |
Thanks to Gemini 3, EDDS is now a video game Basically, I fed it the rulebook, and it came with a nice prototype: https://nancygold.itch.io/eddsinb4 YOU WILL NEVER BE A WOMAN Current Mood: amused | | Saturday, October 4th, 2025 | | 2:02 am |
I actually bought the DOMT The official way to play 5e D&D without a DM. These are not the usual tarot cards, but a special set. And it comes with a rulebook for spread and reading: https://www.youtube.com/watch?v=ZQsM9cvWxZkDOMT works as the object-verb-adjective-subject tables, or an LLM emulator which uses your brain. Considered premium, cards have gold foil. Costs 100 euro. Current Mood: contemplativeCurrent Music: DRAKAN Soundtrack Remake | Order of the Flame & Ancients' Gates | | Monday, September 29th, 2025 | | 3:40 pm |
LD50 RPG SYSTEMby Nancy Sadkov LD50 is a minimalistic framework for fast-paced, high-lethality solo narrative RPGs, where the hero is expected to die.
Game SetupPick a setting with developed lore.Example:the fairy tale of Little Red Riding Hood. Choose a hero.Example:Little Red Riding Hood herself. Quickly describe your hero as a set of aspects.Note strengths and weaknesses. Example: - Red Riding Hood has intuition and starts with a basket of pies.
- She is naive and physically weak (a child).
Set a starting scene.Decide where the hero begins. Example:Red Riding Hood sets off on the forest path. Set an initial goal.Define what the hero is trying to achieve. Example:Deliver pies safely to grandmother. Initialize CTD (Chance To Die) to 0.LD50 uses CTD instead of HP. - CTD represents how close the hero is to a lethal outcome; higher is worse.
- If a (pre-modifier) roll is at or below CTD when the hero fails to overcome an obstacle, the hero dies — game over.
The Core Game LoopRoll D20 Prompt two times(or use another idea generator) to produce two evocative prompts that vaguely describe what the hero perceives. Interpret the prompt as an obstacle or situation your hero faces. - If a prompt cannot reasonably be interpreted as an obstacle, treat it as an intermission or branch in the story — record it and return to step 1.
Examples: - Obstacle:Roll Change + Threat → Little Red Riding Hood sees a man turning into a werewolf on the forest road.
- Branch:Roll Isolation + Sign → There is nobody on the road, but you hear some noise in the surrounding forest. Will you check it or stay on the road?
Choose an Action(what you do)and an Approach(how you do it) to address the obstacle. Assign an Obstacle Resistance class(see the table below) to the chosen Action+Approach. Apply bonuses or penalties from aspects, training, or circumstances. Roll d20to see if the hero overcomes the obstacle. - Failure rolling at or below CTD means death.
Resolve outcomes, boons, complications, aspects, and adjust CTD accordingly.Example: Got wounded, or the noises turned out to be hunters who scared the wolf. If overcoming the obstacle completes the hero's goal, pick a new goal or conclude the game. Example:Wolf got neutralized → happy end.
D20 Prompt TableRoll here to get inspiration for describing the world around the hero and its reaction to the hero's actions. | Roll | Prompt | Roll | Prompt |
|---|
| 1 | Beginning | 11 | Connection | | 2 | End | 12 | Isolation | | 3 | Conflict | 13 | Sign | | 4 | Peace | 14 | Journey | | 5 | Strength | 15 | Loss | | 6 | Weakness | 16 | Desire | | 7 | Threat | 17 | Chaos | | 8 | Opportunity | 18 | Order | | 9 | Change | 19 | Mystery | | 10 | Trade | 20 | Discovery |
ActionsWhat action to perform at the obstacle. | # | Action | Description |
|---|
| 1 | Assault | Attempt to destroy or directly overcome the obstacle. | | 2 | Divert | Distract or redirect attention or a flow. | | 3 | Sneak | Attempt to bypass or slip past unnoticed. | | 4 | Parley | Talk, negotiate, persuade, or bluff. | | 5 | Utilize | Use an item, tool, or environmental feature. | | 6 | Prepare | Set a trap, make a plan, fortify, or otherwise prepare. | | 7 | Investigate | Search, examine, or find a better approach. | | 8 | Abandon | Give up on the current objective and retreat. |
ApproachesHow the hero approaches that action. | # | Approach | Description & Example |
|---|
| 1 | Bravely | Openly face the obstacle (charge the guards). | | 2 | Agilely | Use speed and dexterity (jump over, dodge). | | 3 | Cleverly | Find a cunning or indirect solution (backdoor, trick). | | 4 | Empathically | Use emotion, lie, or persuade (appeal to sentiment). | | 5 | Patiently | Wait and time your action (wait for patrol to pass). | | 6 | Magically | Use magic or supernatural means (teleport past guards). |
Examples: - Agilely Assault → Attempt to backstab one of the guards.
- Patiently Prepare → Set up a booby trap on the guard's patrol route.
Another example: The enemy will invade your kingdom in a month. You can bravely assault them first, or patiently prepare by strengthening your defenses, or cleverly parley by pointing out that a common enemy is waiting for both sides to weaken in war. Or you can agilely abandon your kingdom, seeking refuge in another place. Or maybe magically sneak into their castle and neutralize their leader.
Obstacle ResistanceTo assess an obstacle's DC to the Action+Approach taken by your hero, use world lore and the D20 Oracle (see below). Example: It can be hard to bravely divert a river of magma, but one can probably agilely assault (jump over it, if not too wide). | Type | DC | Example |
|---|
| Divine | 30 | Stabbing an immortal cosmic entity with a knife | | Paranormal | 25 | Harming a poltergeist with mundane means | | Overwhelming | 19 | Confronting a chainsaw-wielding maniac barehanded | | Strong | 15 | Fighting off a pack of wolves | | Moderate | 11 | Surviving a gunfight with your own clone | | Weak | 8 | Outrunning a crippled zombie | | Tiny | 4 | Hiding from a distracted slasher maniac | | None | Auto | Reading this text (unless you’re blind) |
Resolution Rules: - Attempting an obstacle involves rolling d20 and adding any modifiers (training in the chosen Action+Approach, applicable aspects, situational bonuses).
- If the combined total is below DC → your action+approach failed.
- Otherwise, you have successfully overcome the obstacle.
On Success: - Treat odd rolls as complications. Example: You succeeded escaping wolves, but got bitten and now have acrippled legaspect.
- On success, unless some aspect prevents it, subtract DC from your roll and lower CTD by that amount. Example: You regain your breath hiding in the locker while the maniac moves away.
On Failure: - Treat odd rolls as beneficial effects. Example: You failed to stop the maniac, but their chainsaw ran out of fuel.
- If you fail the resistance DC with roll N, subtract it from the DC, then increase CTD by that amount. Example: You face an overwhelming obstacle (DC=19), but roll 10 → add 19-10=9 to CTD. The maniac evades your attack and gains the upper hand.
Aspects & CTD: - Some aspects may affect how CTD increases/decreases. Example: A bleeding wound may prevent CTD from decreasing until it’s treated.
- If you got maimed and are bleeding profusely, CTD won’t decrease — it will increase unless you manage to stop the bleeding.
Training: - Each Action+Approach pair the hero is trained in grants a numeric bonus to the roll.
- Overcoming an obstacle grants 1 XP.
- After a failure, the hero may spend XP equal to their current training in that pair to increase its training. Example: You learned how to better hide in this environment, or that the maniac is stupid and can be easily distracted.
Hero Aspects:
D20 OracleThis table is used to answer clarifying yes/no questions. Pick the likelihood based on your world’s lore. Example: Hunters in Red Riding Hood are Expected to be armed. | Likelihood | DC | Example Question |
|---|
| Paranormal | 25 | Is this goblin armed with an AK-47? | | Surprising | 20 | Did gnolls go vegan and plunder Farmer John’s field? | | Possible | 15 | Instead of d6 goblins, do we face d12? | | Likely | 10 | Are bandits responsible for the missing merchant? | | Expected | 5 | Is this hungry goblin hostile? | | Certain | 2 | Is a fall from this 1000-foot cliff lethal? |
DOOM Tokens: - When your hero acts against their nature, give them DOOM tokens.
- DOOM is added to the d20 when “yes” would be harmful, or subtracted when “yes” would be beneficial.
- DOOM models how the hero’s world is falling apart, leading to bad situations or sanity loss.
- Hero loses 1 DOOM each time they fail an obstacle.
- DOOM count cannot exceed +7. Example: A lawful good hero robs an innocent person → +1 DOOM. Later, they get robbed themselves → -1 DOOM.
INSPIRATION Tokens: - When the hero acts according to their virtues and flaws (e.g. a chaotic good person spends all their money to save a dying stranger), give them an INSPIRATION token.
- INSPIRATION allows the hero to reroll any d20 roll.
- A hero can have at most 1 INSPIRATION.
Example PlayHeroes openly confront the orcs (they Bravely Assault). - Goal: Release their friend held captive by the orcs (obstacle).
Heroes are well-trained and well-armed, but orcs come in larger numbers. - Obstacle Resistance: Strong (DC 15).
A mage starts combat with a fireball cast (crowd control aspect). - Bonus: +7 to overcoming the DC roll.
Possible Outcomes: Heroes roll 12+7=19 (odd = negative complication). - Reduce CTD by (19-15)/2 = 4.
- Heroes succeed, but one is dead, captured, or maimed, or orcs remain a big danger.
- Next prompt must address this complication.
- If the captive is rescued, express their presence as a new party aspect.
Heroes roll 13+7=20 (even). - Reduce CTD by (20-15)/2 = 4.
- Heroes succeed, and the orcs are no longer a danger.
- Unless that was the milestone, the next prompt moves them closer to the milestone.
Heroes roll 2+7=9 (odd = beneficial failure). - Increase CTD by (15-9)=6.
- They haven’t freed the friend.
- Roll D20 Prompt and interpret it in a beneficial way.
- Maybe the majority of orcs were neutralized, so the next attempt has lower DC (10 or 5).
Heroes roll 3+7=10 (even failure). - Increase CTD by (15-10)=5.
- Roll D20 Prompt and interpret it in a negative way.
- Maybe the friend was killed, one hero maimed, or more orcs were present than expected.
- If CTD is high, perhaps the heroes were captured.
Heroes roll below CTD. - Orcs slay all the heroes.Game over.
D8 Rooms DungeonSometimes your hero explores a dangerous location — a cave, dungeon, or abandoned building. To keep play fast and structured, roll d8 to determine the number of important dungeon sections (rooms). The first room is always the entrance. Each room contains an obstacle that hinders progress. Use the D20 Oracle to decide how rooms connect, and whether a room has traps or monsters. Treat discovering who inhabits the dungeon as an optional obstacle, overcoming which allows you to, roll d4 + d100 to pick a monster manual page (or whatever is your source of monsters). Example- An archaeology professor stands before the entrance to ancient ruins.
- He attempts to Cleverly Investigate who lives there now (DC15 obstacle).
- He has strong historical knowledge → +7 bonus to the roll.
- He succeeds, so he rolls monster manual page 216 (Rakshasa in 4e D&D).
- Now he must decide if he truly wants to enter.
Closing WordsI hope you find LD50 useful for quickly roleplaying arbitrary scenarios. It embraces failure as a storytelling device, rewarding your creative interpretation of prompts and thoughtful use of the D20 Oracle. Now what are you waiting for? Pick a hero, roll the dice, and see how long you can last. Current Mood: contemplativeCurrent Music: Amid Evil (Original Game Soundtrack) | | Wednesday, September 17th, 2025 | | 5:38 am |
Asked ChatGPT to produce prompt generator It produced entire game, so I had to call the SVO generator directly. Then again, having entire framework could be useful. And it appears to be fully functional. Sad thing: my own programming skills are nearly obsolete. Since I'm dead sure if I asked ChatGPT to revise this script it would have succeed. In fact, it would have likely assembled a better list of 1200 words than me. Current Mood: amused | | Tuesday, September 16th, 2025 | | 12:50 am |
| | Friday, September 12th, 2025 | | 4:38 am |
EDDS v1.9 and Simulating LLM A new version of my D&D campaign is out: https://nancygold.itch.io/edds/devlog/1029763/edds-v19-updateThere is an old way to play D&D solo or without a DM. It involves a large collection of word tables, used to generate prompt. Then player forms clarifying questions and assess them likelihood. The D20 used to roll of these questions is called oracle. If likelihood is unknown from the world lore, it is defined by a d10 roll. E.g. what chances there are negroes in our fantasy world city? The system even includes entropy/temperature/chaos-factor. But in theory it can be used to roleplay anything. Even monopoly. Do stock markets crash today? Can we bribe the officials? Can we organize niggers to lower property prices? Suddenly a boring stupid game becomes a nice tool. Usually people use it to roleplay specific scenes from books. There is also a lightweight character generator, called Fate Core, which introduces characters on top of this prompt+oracle framework Compared to D&D, Fate Core characters are sets of "aspects". So you can quickly setup a spiderman vs batman fight. Try that with the obsolete baroque 5e D&D generation.   Current Mood: amused | | Wednesday, August 27th, 2025 | | 2:21 am |
The Spell of Mastery Progress I clean up Spell of Mastery from the more ambitious elements. These were conflicting with the simpler core game loop, These slowed down the development. I learned one thing: I can implement it, and it will work and be playable. But it won't make gameplay better. What should I implement? Only the features supporting core game loop. E.g. I've completely scrapped the world map. It slowed down the game, and distracted player. 40x40 site map should be more than enough. Later I hope to implement my D&D campaign as a video game. But I will use simpler incremental world generation algorithm. Driven by narrative storytelling. For now I have to finish SoM. Current Mood: contemplativeCurrent Music: https://www.youtube.com/watch?v=7o0sG9ewR74 | | Friday, August 22nd, 2025 | | 2:50 am |
Version 1.5 of my D&D campaign is out! https://nancygold.itch.io/eddsNow I really want to implement it as a video game, even if a text one, calling LLM for narrative descriptions. But can't do that till Spell of Mastery is finished.
EDDS v1.5 Changes
* Recurring characters at inns. potentially controlled by main villain,
to nudge player toward some goal.
* Generation of random worlds, consisting of mainland,
islands and even underdark passages. The algorithm is simple,
compatible with the existing rules, doesn't use square grid or hexes,
so maps can be compactly drawn on small piece of paper.
If you want a unique world, or don't have a huge hex map or
nowhere to unroll it (e.g. on train).
* Overhauled the condition system to use solely d20.
The condition levels were replaced by condition DC,
done at the end of the hero phase to discard it.
That simplifies the system and facilitates skills and items
giving bonuses to rolls against specific conditions.
* When monster spawns, heroes immediately get its XP.
That is to promote evading monsters instead of killing them.
* Usual batch of minor fixes.
EDDS v1.4 Changes
* Sentient items and props (see Special NPC).
Since many campaigns and settings require these. E.g. LoTR's Ring of Power.
Such items propagate their virtues, talents and flaws onto owner.
* Legendary Items are now randomly generated to make use of the sentient
NPC items, support other features and improve uniqueness of each adventure.
Such items are purely mechnical with narrative left to players and DM.
* Before talking to an NPC, you can decide what tone to use.
That influences the applicable skills. See Skill Related Actions / Talk.
* Rescaled gp into the 50:1 to make counting easier.
I.e. 50gp are now 1gp, so we can use d20 to count gold amount.
Values below 50gp were treated as TRIFLE anyway.
* Secret passage to the dungeon goal, uncovered by interrogating monsters,
or inspecting suspicious rooms.
EDDS v1.3 Changes
* For the upcoming disability day, EDDS got the D6 Disability system,
making the existing DOOM sytem more scary and scarry, when monster's
attack rolls 20. Finally we can model a classic pirate with lost eye and
a single leg, or, well, Vecna himself.
* Playtesting uncovered that place 4x4 tiles is cumbersome and not everyone
has the appropriate tiles, so EDDS moves to a more streamlined approach.
Now instead of drawing a tile, we place D20 Prop facing the direction where
the exploring hero came. Anyone adjacent to a prop is considered to be at the
prop's tile. That system maintain compatibility with existing DAS adventures,
while embodying the Theater of the Mind spirit of the original RPGs.
Room Inspection section was renamed to D20 Prop and updated accordingly.
For start tile use either staircase or a camp tent (if outdoors).
* D12 Rural Adventure sometimes becomes part of a plains adventure.
* D20 Environment now produces large open areas, spawning all the monsters
at once.
* When tile has several units, ranged attack into it has chance hitting an ally.
* Simplified the rule regarding attacking the monster on newly explored tile.
It can now be attacked only if hero's speed is above the monster's.
Speed 5+ heroes now move 2 tiles, as opposed to SCOUT heroes previously.
* Hazardous D20 Environment harming unprepared heroes, without artifacts and
spells.
* Clarified TIRED tag, and described it under Tags Referece section.
* Casting powerful spells now requires spending FAVOR.
* Fixed several rules errors and obsolete mechanics.
Current Mood: accomplishedCurrent Music: https://www.youtube.com/watch?v=_Q4Ign5H38c | | Wednesday, August 13th, 2025 | | 2:32 pm |
Collective Shout intensifying EU/UK/AU government affiliated agents like Collective Shout attack _American_ video game distributors, e.g. Steam, Itch and other. They use pretense like children safety, de-objectifying women, etc.. They managed to leave these platforms without paypal is specific regions and also ban numerous hentai and furry games. Video games are a huge market, and these losers want piece of this pie. They can't outright impose tariffs, due to the free-trade with American, but they can Putin their way in: "we never invaded in Ukraine, just a little special operation." What the EU/UK/AU don't understand is that you can't force people to love you, so they lock kidnap children in their semen filled basement and call it a day. Basically the re-enactment of how North Korea began. So their endgame, conscious or not is importing, a bunch of dumb arab negros (instead of talented R&D who sell the shit), and then enforcing economic protectionism to give wrong incentive and kill any further ability to compete. Current Mood: amused | | Monday, August 4th, 2025 | | 4:06 am |
The Spell of Mastery Progress Somehow my game's UI becomes uglier and uglier with progress. Current Mood: annoyedCurrent Music: Illusion City Sega CD OST | | Friday, August 1st, 2025 | | 11:58 pm |
My Artistic Philosophy: Creative Focus and Cultural Preferences As the creator of a deep simulation role-playing game, I have faced repeated criticism for the absence of diverse cultural representation, particularly Black culture, in my work. To address these concerns and clarify my position, I offer this explanation of my creative philosophy and personal approach to game development, hoping to provide a definitive response to such critiques. My game is a reflection of my personal interests, rooted in European-inspired aesthetics, mythology, and cultural traditions. This focus stems from my passion for specific creative domains, such as symphonic music, fine arts, and tabletop role-playing games like Dungeons & Dragons. These interests guide my artistic vision, and I choose to center my work on themes and aesthetics that resonate deeply with me. My game world exclusively features characters and cultural elements drawn from these inspirations, as they align with my creative goals and personal enjoyment. The decision to exclude certain cultures, including Black culture, is not driven by malice or judgment but by a deliberate choice to prioritize authenticity in my creative process. Including elements outside my sphere of interest would require research and development that do not align with my passion or expertise. For example, accurately representing diverse skin tones or cultural practices would demand additional effort that, frankly, does not inspire me. My mentor once advised that games should be passion projects, reflecting what excites the creator. For me, this means crafting a world that mirrors my cultural preferences and resonates with my audience, who share similar interests. Critics have argued that my game’s lack of diversity promotes exclusion or even harmful ideologies. I respectfully disagree. My work does not advocate for harm or erasure; it simply reflects a focused creative scope. Just as some creators choose to explore specific genres or historical periods, I choose to explore a particular cultural aesthetic. This choice is akin to an artist selecting a specific color palette—it is not a statement against other colors but a preference for those that best express their vision. My game’s audience, who appreciate its niche focus, have expressed no desire for broader cultural inclusion, and I prioritize their feedback in shaping my work. In my personal life, I maintain a similar focus, choosing to engage primarily with communities and interests that align with my values. This extends to my professional interactions, where I aim to work efficiently and minimize time spent on tasks outside my comfort zone. I believe this approach enhances my quality of life and allows me to remain true to my authentic self. While some may label this stance as exclusionary, I view it as a practical choice to prioritize what brings me joy and fulfillment. To those who feel my game should include broader representation, I acknowledge your perspective but maintain that my artistic license allows me to create a world that reflects my vision. Forcing inclusion of elements that do not inspire me would compromise the authenticity of my work. I am committed to continuing this creative path, potentially exploring decentralized platforms to share my game freely or through community-supported channels, ensuring it reaches those who value its unique perspective. I hope this clarifies my position and addresses recurring questions about my creative choices. My goal is to create art that is true to my vision, and I invite others to appreciate it for what it is—a focused expression of my passions—rather than what it does not aim to be. Current Mood: contemplativeCurrent Music: https://www.youtube.com/watch?v=9fulkjp8xQE | | Thursday, July 31st, 2025 | | 3:27 am |
Somehow I never made a portcullis sprite. But game mechanics demands one. I'm still translating the old world map city mechanics to the isometric site map. So that gameplay could be more focused on site exploration. The city has 4 entrances, and only one of these is open at a time. In fact, one entrance must always be open. The idea is that player must place a squad to defend it. While the other entrances can't be breached. That isn't really a gimmick, but a way to tie all different subsystems, without introducing even more systems. Now entire game is made of such somewhat crazy mechanics. E.g. hiring a unit wont spend money, but unit's death consumes money. Yet player still must have some required money to hire. Why? Because I want to incentivize player keeping units alive. And that is the easiest way to achieve that. Current Mood: accomplished | | Monday, July 28th, 2025 | | 2:10 pm |
On the gamedev (an other art forms) Disable comments. Close Internet. Open code editor / blender. Write your fucking game. You can't build their cathedral, but that doesn't mean you should suffer from these niggers shaming you for your personal sketch. The real artist needs no plebs opinion. Current Mood: contemplative | | Saturday, July 26th, 2025 | | 1:26 am |
The Spell of Mastery Progress Had to be done long ago, but I finally implemented recoloring of cloth pieces. Since I'm trying to quickly turn it into something playable. And I need a king NPC wearing royal colors. And I also have a horde of auto-generated NPCs, who all need unique outfits. I never implemented any ECS property editor. So had to expose the cloth colors quickly under the unit profile. Map editor really need improvement. Current Mood: accomplished | | Friday, July 25th, 2025 | | 12:40 am |
V1.4 of my D&D Campaign https://nancygold.itch.io/eddsEDDS v1.4 Changes * Sentient items and props (see Special NPC). Since many campaigns and settings require these. E.g. LoTR's Ring of Power. Such items propagate their virtues, talents and flaws onto owner. * Legendary Items are now randomly generated to make use of the sentient NPC items, support other features and improve uniqueness of each adventure. Such items are purely mechnical with narrative left to players and DM. * Before talking to an NPC, you can decide what tone to use. That influences the applicable skills. See Skill Related Actions / Talk. * Rescaled gp into the 50:1 to make counting easier. I.e. 50gp are now 1gp, so we can use d20 to count gold amount. Values below 50gp were treated as TRIFLE anyway. * Secret passage to the dungeon goal, uncovered by interrogating monsters, or inspecting suspicious rooms. Current Mood: accomplishedCurrent Music: Proto-Kaw - Totus Nemesis | | Wednesday, July 23rd, 2025 | | 3:57 am |
https://nancygold.itch.io/edds/devlog/992060/edds-v13-update An example on how EDDS can model a wide range of fantasy worlds and stories, from Wheel of Time to Zork, to Harry Potter, to Nine Princes in Amber: https://chatgpt.com/share/688031d8-abf4-800d-ba9a-22cc60e4f473Please note that ChatGPT sometimes fails to use appropriate mechanics. E.g. it forgets about ESSENCE for Bhaalspawn or Petbound for Minsc. You may need asking further elaboration on the model specific mechanics it introduces. Sometimes ChatGPT uses rules in unusual ways: e.g. it tells to spawn Nazguls as Nemesis monsters with D20 Motivation, like e.g. Robbers, which makes them attempt to steal the Ring of Power from Frodo. Current Mood: amusedCurrent Music: Pilotpriest - Traction One | | Tuesday, July 22nd, 2025 | | 12:55 pm |
D&D Community Introduced a Novel Game Mechanic Basically the floppy disk geometry. 1. Start with an empty disc board, with concentric areas. 2. Central area has the strategic objective. Outer edge are has doors. 3. Other areas have objects. Each object is a separate zone. 4. Characters are placed near an object to show they are in that zone. 5. Characters is same zone can interact with one another, and with the object. 6. No explicit grid necessary, since circles and objects break disc into segments. 7. The "disc" can have any shape as long as topology is the same. E.g. you can have a circle, or a hex. 8. Can be setup really fast, and generated with a simple algorithm. 9. Still allows for large abstract maps, where such disc rooms are connected with edges. https://www.youtube.com/watch?v=Hnozcfwmw5E I always had this problem while designing the Spell of Mastery. since I had that relatively fine grained voxel grid And it turned my game into an overwhelming simulation. E.g. I had to simulate water flow, since I couldn't just did "flood this zone". And now it has momentum and displaces air. And I have to resolve everything explicitly. That realization really made me demoralized. So I took a break to research the subject. I want these mechanics, but without the complexity, impeding the abstraction scale. In fact, many new designers commit this error. Make a grid engine and drown in complexity. Since larger grid always implies physics. And it always tend to be turing complete. It also enforced the square grid onto all assets. I still plan to finish the Spell of Mastery, Even if it will be imperfect. But I will have to devise a plan to gamify all the simulation aspects. Current Mood: amused | | Sunday, June 22nd, 2025 | | 3:07 am |
| | Saturday, June 7th, 2025 | | 7:54 pm |
Version 0.5 of my D&D Campaign Could be found here https://nancygold.itch.io/eddsWork on it taught me a few game design approaches. In particular how complex system could be reflected by simple rules.  Current Mood: amused | | Monday, May 12th, 2025 | | 2:22 am |
Designed my own Hexcrawl for the D&D:AS Remember that classic Shadow Sorcerer video game? Well, I designed a hex crawl for D&D:AS inspired by it: https://nancygold.itch.io/eddsFeatures:* World Map Exploration. * Scoring and difficulty system. * Extended status condition system. * Cities of different size offering banking, gambling and hiring mercenaries. * Casting from Spell Deck. * 40 mid tier spells, including Control Weather and Bigby's Hand. * 9th and 10th level spells, including Wish, Lifeblend and Demiplanar Imprisonment. * Room Furniture. * Locked doors and chests. * Rules to play on premade dungeons. * Rules to play generic D&D modules. * Skills System * Dungeon Master Automa. * Alignment system for heroes, monsters and items. * Item identification system. * Hero background quests. * Cards an rules to play HeroQuest campaigns as D&D:AS games. * And much much more... Enjoy!  Current Mood: accomplished |
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