tag:blogger.com,1999:blog-1818073417709561773.post1951781957159331311..comments2024-03-28T08:40:42.144-04:00Comments on Daniel Solis: [In the Lab] Notes on Dead WeightDaniel Solishttp://www.blogger.com/profile/07683491911441126187noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-1818073417709561773.post-87551720864199378802012-02-16T18:39:21.561-05:002012-02-16T18:39:21.561-05:00Re: 2. You think maybe keeping a distance card sho...Re: 2. You think maybe keeping a distance card should cost an item card?<br /><br />Re: 3. Any thoughts on how to nerf that penalty a bit?<br /><br />Re: 5. Dang, you're quite right. Hm. Lemme stew on that a bit.DanielSolisnoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-40916901022478200372012-02-11T16:04:05.536-05:002012-02-11T16:04:05.536-05:00My comments are over due. (My PC has been down.)
...My comments are over due. (My PC has been down.)<br /><br />1. The Push Your Luck mechanic feels very appropriate for a zombie survivors themed game. You can (probably) eke out an existence if you play it safe, but to thrive, you have to take chances.<br /><br />2. Distance cards feel pretty useful. But they need to be given the penalty of Item cards. The balance in the mix is going to be critical to make this playable.<br /><br />3. Item cards and additional dice. It feels like these could weigh you down pretty quickly. Without appropriate Distance cards, (if I'm doing the math right) a runner could only be out in the city for three turns max - and that would require some pretty lucky rolling. <br /><br />4. Busting and Turning Back are pretty obvious mechanics. <br /><br />5. New Areas. When I empty the 1st area (the most likely with the mechanics as written), I start a 4th area from the discard. Does this mean that future runners get nothing on their first roll and need need to risk a minimum of two rolls before they can draw anything at all? If this is the case, there is going to be a practical upper level to the number of areas in the city.<br /><br />Overall, I think the mechanic is a really elegant way to address the theme. I think card mix is going to be pretty critical - the balance between Distance and Item cards, the practical "size" of the city. <br /><br />Consider letting Distance cards carry over from turn to turn - or maybe that is the intent of extra runners - basically 'permanent' extra distance. <br /><br />I'm not normally a big zombie guy, but the use of the dice here would encourage me to try out this game.David Wendthttp://twitter.com/Doc_Bluenoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-80513946819217441962012-02-06T15:27:37.281-05:002012-02-06T15:27:37.281-05:00Hey, they're just prototypes. :)Hey, they're just prototypes. :)DanielSolisnoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-50268063571739841892012-02-06T15:18:16.733-05:002012-02-06T15:18:16.733-05:00I recognize those feet!I recognize those feet!fredhicksnoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-48784984363112922082012-02-05T12:25:08.767-05:002012-02-05T12:25:08.767-05:00A strategic press-your-luck edition of Dead Weight...A strategic press-your-luck edition of Dead Weight! Sounds fun, but you may lose the interest of players that don't care too much for luck of the die roll. Perhaps a mechanic that allows limited manipulation of die results.<br />Still, I feel like it lacks the gritty ambiance of the Apocalypse World hack that suits the setting so well.Donnie Clarkhttps://www.blogger.com/profile/17411601576889126036noreply@blogger.com