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Ideas (Systems (Card based, "civ" builder with behavioral…
Ideas
Systems
Magic as science, built on player discovery and experimentation
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Card based, "civ" builder with behavioral underpinnings to drive actions
Provide multiple way to win, how players behavior will be driven on how they try to achieve the ways to win
Faction Boss Goal
- Wealth/Legacy
- Territory/Strategic Assets
- Influence/Government
- Might/Threat
Provide a "Turn Limit" so the game doesn't go on forever.
If no faction has hit their winning objective, the faction with the most Influence wins
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Other elements for fun:
- Being able to hide items of importance but not to stagnation
- Risk/Reward
- Open versus hidden trading
- Limit choice in opportunities per turn
- Limit organic growth without paths for conflict but some are needed
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Design Challenges
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Stale encounters, being able to use the same approach to beat a scenario
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World
Organized dystopia Sci fi + fantasy, objectively normal
Like NYC gets overlapped with an extra planer level with demons. Sure Humans are frail here but other beings flee their chaotic plane are grateful for the "normal" life that can be found here.
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