For the past several weeks, I’ve been busy with personal things, and neglected to make time for the blog. That’s not to say that I’ve been neglecting the game, in fact, I’ve read many books on the Meso-american cultures pre- and post-columbian eras. It’s always exciting for me to learn new things, and more so for research of my game. I’ve been hesitant to post anything for a little while because of the evolving nature of S&S. When I get an idea, it goes in the notebook, it gets tested, and if it seems like a good idea at the time, I’ll even post about it. The thing is, later on, the idea might not seem as good, or I realize it just doesn’t work well, or just adds more to the rules. Then what happens is I post about it, and it’s like I’m saying “Oh, wait. Never mind that last post, X works like Y now.” In fact, at least once or twice, it’s been exactly that. As an aspiring game designer, I don’t want to make the mistake of constantly changing my mind and potentially running off the people I hope will purchase the finished product.

A couple of notes about the game so far:
The core mechanic of 5d2 is here to stay, that will not change. Neither will the attributes, scores, and traits. Traits are still being worked out, as far as what they do mechanically, but it’s a concept I like a lot. However, at this moment, there’s still debate on what to do with the rest. My goal is to make the game fast, fun, and simple. The goal is established to maximize roleplaying, in a way that ties into the theme of the game.

Ideas, comments, concerns? I’ll take them all.


2 Responses to “Concerns”

  1. bonefather said

    Just make sure people who are reading about your game as it develops know which parts are experimental. Maybe a page next to the “about” at the top for things that are set in stone?

    Just some suggestions, YMMV. 🙂

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