The Infamous Noob

June 13, 2010

Under the Mountain

Filed under: Design, Dwarves with Swords — infamousnoob @ 4:38 pm

The setting that the board for Dwarves with Swords will attempt to convey is a vast underground world inhabited by all manner of creepy-crawlies and, of course, several clans (or kingdoms, I haven’t decided yet) of dwarves. In order to ensure that the game doesn’t just boil down to who can cover the most territory or move the fastest, the different locations on the board have to carry inherent benefits (or detriments) with them. In other games, the usual suspects for this kind of mechanic are resources that can be gathered from the location (either once or periodically) or combat modifiers while in the location. I think that both of these are quite good ways to encourage the taking (and holding) of various places, so I’m initially inclined to use them both. However, with a set of resources being gathered there has to be a way to spend them, so that introduces its own set of problems.

Combat bonuses are probably the easiest thing to balance, since there is a finite number of possibilities for how they can be applied and the design can therefore be brute-forced if needed. Additionally, all of the unit stats can be tweaked in small ways to compensate for a ridiculously good environment bonus, so there are lots of degrees of freedom there.

To further the “creepy-crawly” angle of the game, a detriment that can be carried with a location is the possibility of fighting a neutral army that’s determined by card draw or other random means. Since I would like to institute a player hand of cards for one-time-use actions/events/bonuses, adding another deck of NPC-type things shouldn’t be too bad.

So there are my thoughts for the game since the last time I posted. I’m still slowly updating the classes, but for the moment I think they’re fleshed-out enough to play through a prototype so I’ll be working more on the other mechanics (and maybe art!).


June 1, 2010

Lower-Middle Class

Filed under: Design, Dwarves with Swords — infamousnoob @ 7:59 pm

Following my call on FaceBook for ideas of class identities, I figured I should have some sort of example of what I’m looking for. What I’ve come up with so far is just what I think dwarves should be — especially in an RPG-type setting. So here they are:


Earthmover – Defensive support

– Can cause a “Bottleneck” combat state anywhere

Sword Shooter – Ranged combat

– Can use Bows and Ballistas

Short (Ha!, pun) Swordsdwarf – Melee combat

– Can use one-handed swords

Broad (Ha! Again!) Swordsdwarf – Melee combat

– Can use two-handed swords

Brewmaster – Healer

– Carries a mobile still for on-the-go booze

The attempt here is to weave in the silliness that dwarves inherently have with the mechanics of the game.  Once I’m done, there shouldn’t be any part of the game that doesn’t make the player smile at least a little (or groan. . . whatever). The abilities and specific details can be worked out and balanced as the game comes together. The important part is to have all the pieces in concept form and then put them together in the best way, rather than have completely developed ideas that don’t really fit together well.

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