{"id":218,"date":"2021-02-03T07:14:10","date_gmt":"2021-02-03T12:14:10","guid":{"rendered":"https:\/\/ckixd.com\/blog\/?p=218"},"modified":"2021-02-03T07:14:10","modified_gmt":"2021-02-03T12:14:10","slug":"similar-but-different","status":"publish","type":"post","link":"https:\/\/ckixd.com\/blog\/218\/similar-but-different\/","title":{"rendered":"Similar but Different"},"content":{"rendered":"\n<p>Continuing to work on agent cards for <em>HCI<\/em>. Realized this morning that Defense could be just another kind of effort, but when a creature in its location would take damage, the players can remove defense to reduce the damage. Making it a type of effort should make the game easier to learn. It also opens the opportunity to have defense be applied to resolving challenges, which I quite like.<\/p>\n\n\n\n<p>I&#8217;m getting a little too caught up in the exact wording of these cards. But now is not the time to go into that level of detail. And as I&#8217;m writing the cards, I keep thinking of ways to have this game&#8217;s mechanisms act differently from other games. (Example: What if when an agent takes damage, they lose exactly 1 resolve, regardless of how much damage they took?) And only the <em>important<\/em> mechanisms should be substantially different from familiar ones. That&#8217;s both to keep the game playable, and to prevent me from going down rabbit holes that delay getting a playable prototype on the table.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Continuing to work on agent cards for HCI. Realized this morning that Defense could be just another kind of effort, but when a creature in its location would take damage, the players can remove defense to reduce the damage. Making it a type of effort should make the game easier to learn. It also opens [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"nf_dc_page":"","footnotes":""},"categories":[5,14],"tags":[],"class_list":["post-218","post","type-post","status-publish","format-standard","hentry","category-game-design","category-haunt-control-inc"],"_links":{"self":[{"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/posts\/218","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/comments?post=218"}],"version-history":[{"count":1,"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/posts\/218\/revisions"}],"predecessor-version":[{"id":219,"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/posts\/218\/revisions\/219"}],"wp:attachment":[{"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/media?parent=218"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/categories?post=218"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/ckixd.com\/blog\/wp-json\/wp\/v2\/tags?post=218"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}