Game Design

Expansion chat 3: Tyrants

September 14, 2021
APOCALYPSE FRAME
Game Design

Hi there! Tyrants were the biggest reason I decided to fast-track this expansion over creating premade missions. If you’d been paying attention to v0.1.0, you might have noticed that Prime enemies got a downgrade between versions. This is because originally Prime enemies were supposed to fill the role that Tyrants currently fill. But as I playtested, I decided they needed to be their own thing. A Tyrant is a serious enemy. ...

Expansion chat 1: Experimental Loadouts

September 9, 2021
APOCALYPSE FRAME
Game Design

Hi there! In this post I’m going to be talking about the Campaigns section of the upcoming Aces High. Specifically, the mechanical bits: Crisis Advances and Moonshot Advances. Crisis Advances # The idea behind Crisis Missions is that they’re intended to add points of challenge and tension to an otherwise power fantasy-oriented game. But when the consequences are simply narrative, this can create a disconnect when the Aces' actions are otherwise unaffected by these encounters that are supposed to signify increasing danger to the place they call home. ...

Expansion chat 1: Experimental Loadouts

September 4, 2021
APOCALYPSE FRAME
Game Design

Hi there! I’m going to both announce a supplement to APOCALYPSE FRAME core, tentatively titled Aces High, and also talk a little bit about one part of it. The supplement is going to be bundled in free with the core book because it contains stuff I feel is necessary to an experience that feels complete. (Also, it gives you an idea of what I’ll include in future non-bundled supplements.) You can see my current overview spread for it below: ...

Thoughts about v0.1 -> v0.2: Frame changes and enemy changes

August 26, 2021
APOCALYPSE FRAME
Game Design

Hi there! I’m going to talk about some changes to enemies, as well as two minor changes to Frame abilities. Enemies # The biggest change to enemies is going to be the number of activations on the GM Turn. Prior to this, the GM would take a number of Moves on the GM Turn equal to the number of Aces. With the amount of tools Aces have at their disposal, however, this doesn’t end up being enough to make much of a dent relative to the number of Drops with a modicum of smart play. ...

Thoughts about v0.1 -> v0.2: Frame Damage and Tags

August 22, 2021
APOCALYPSE FRAME
Game Design

Hi there! As promised, I’m going to talk about some other things that will be rebalanced for v0.2: Frame Damage and (a handful of) Tags. Some of these were revelations I had while testing, but others were a function of considering how things came together more closely. Frame Damage # Frame Damage is the consequence of losing all of your Vigor. It’s intended to show wear and tear on a Frame that’s taken significant punishment and raise stakes in combat. ...

Thoughts about v0.1 -> v0.2: Attributes

August 15, 2021
APOCALYPSE FRAME
Game Design

Hi there! I’m going to be releasing dev logs for my process periodically. Especially as the game progresses and gets more content, it’ll probably make some decisions (in the past and future) make more sense. Hopefully it’s of some use to someone! Attributes in v0.1 # In v0.1, the LUMEN Force/Flow/Focus attributes, Drive/Speed/Control, must simply total to 6 - minimum 1, maximum 4. This means you’d get the various permutations of three arrays: 4/1/1, 3/2/1, and 2/2/2. ...