Jump Limits in Protocol Era
A space combat game has to invent terrain to keep combat interesting. In Protocol Era, I fabricate terrain by imposing limits on how close an FTL jump can get to an astronomical body.
Systematic Game Design
A space combat game has to invent terrain to keep combat interesting. In Protocol Era, I fabricate terrain by imposing limits on how close an FTL jump can get to an astronomical body.
Recently, I've been thinking about how to give suppressive fire a greater mechanical and narrative role in TTRPGs. The answer may lie in the OODA loop.
The hexcrawl format is as old as the TTRPG hobby itself. But what exactly is it? Why might you want to play in a hexcrawl? And why might you want to avoid it?
How do you prep a hexcrawl with over 600 hexes? The same way you eat an elephant: one bite at a time.