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Project Sidewinder has reached its conclusion. In a positive sense, it's a unique project focused on player decision and management of resources, in a less-than-positive sense, it's a bizarre nightmare of "what if." 

https://docs.google.com/document/d/1HvTLYoCRysHzjrW6MoBW2E9CWZZ3JT0O564U2o-ERtA/edit?usp=sharing

The major "What If" asked was "What if the game was diceless?" And I answered it by making the entire thing focused on Tokens, which are spent, manipulated, and bet on a series of aerial maneuvers. Want to fire you jet's cannon at an enemy? Spend Aggression Tokens equal to their Defense, while they may respond by burning Defensive Tokens. Want to establish a lock-on? Brain + Electronic Warfare vs Brain + Electronic Countermeasures.

And so on. 

To give it a bit more of a bite, I decided to invest time into making the entire game into Free Movement system, focusing on moving inches on a board. Another "What If" needing to be answered.  But ultimately this entire project was more a trial of endurance. Who will break first, the game or me. 

And lucky me, I was the last one standing, and it wrapped up nicely at around 43 Pages. With infinite time and infinite effort, I would add some more planes, more equipment, more gimmicks hilariously enough. I could probably do quite a bit more regarding "Campaigns" but that's always complicated to do simply because it's GMs and Players who decide that.  But it's done.

Pojedynek Kobiet: Krew na Sukience is next up, a REDUX Project. This ALSO means that voting will be taking place "relatively" soon. Keep your eyes peeled, and always look for Bandits on your six.

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