Betrayal Legacy – Card and Journal Interaction

This is a post about the design and development of a currently unnamed Shipwreck Game. You can see the other Blog posts at the Index for the Game.

My Legacy game group finished up Seafall, near the end of last year, a relatively enjoyable experience, though the campaign did run a little long. It had a lot of amazing Legacy mechanics that got introduced during the campaign, but none that I could read more

Modifying Tables – MaYP

This is a post about the design and development of a currently unnamed Shipwreck Game. You can see the other Blog posts at the Index for the Game.

An important part of most Legacy games, is the evolution of the game rules as the campaign develops. Often stickers are revealed, which can be used to fill blank spaces in the rule book, or even cover over old rules entirely. The alteration of a rule book is fun, and whilst I don’t think my Shipwreck game will change rules in the middle of play, read more

Adding Terrain Features

This is a post about the design and development of a currently unnamed Shipwreck Game. You can see the other Blog posts at the Index for the Game.

Terrain Features

I have eliminated the Terrain Characteristics draw, and combined it with the step of drawing for Terrain Features. This one action will now give a brief description of the terrain characteristics, as well as the main feature of that space. read more

Adding Terrain Characteristics

This is a post about the design and development of a currently unnamed Shipwreck Game. You can see the other Blog posts at the Index for the Game.

Terrain Characteristics

These refer to the overall look of the terrain on an Island Space. For example, Grasslands can be flat, or undulating, or have an uphill gradient towards the centre of the Island. Forests can be sparsely or densely populated. Rocky terrain, can be boulders that need to be traversed, or a barren patch of rock that rises to an unscale-able cliff face (unless read more