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Ideas for the 2013 24 Hour compo

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Re: Ideas for the 2013 24 Hour compo

Postby vulpinoid » Mon Aug 12, 2013 5:00 am

I think I'll generate up a pocketmod game regardless of what the "official" theme is.
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Re: Ideas for the 2013 24 Hour compo

Postby Evil Scientist » Mon Aug 12, 2013 8:27 am

An operating table is now an altar.
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Re: Ideas for the 2013 24 Hour compo

Postby GSLamb » Mon Aug 12, 2013 11:06 am

When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: Ideas for the 2013 24 Hour compo

Postby GSLamb » Mon Aug 12, 2013 11:10 am

When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: Ideas for the 2013 24 Hour compo

Postby vulpinoid » Tue Aug 13, 2013 12:52 am

Over on the Pocketmod Games group on G+, I coined the term "extended pocketmod" to cover games that may need two or more pocketmods to play.

For example: one 8-page pocketmod with rules, one with a scenario and one as a character sheet.

This idea seems to have been taken on by a few people.

Still keeps everything concise.
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Re: Ideas for the 2013 24 Hour compo

Postby Chainsaw Aardvark » Tue Aug 13, 2013 2:10 am

That is a good question. I don't know if we could necessarily allow an infinite number of pocket-mods, but using multiple in a clever way might be nice. "", for example, puts all the toys in one, and character creation in another so so shopping trips don't prevent others from referencing rules or making characters. My rewrite of Sputnik Lost is up to about six mods, though only the first two are really necessary - the rest are scenarios or NPCs.

We'll need to talk about concise format vs innovative.
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Re: Ideas for the 2013 24 Hour compo

Postby Evil Scientist » Tue Aug 13, 2013 5:14 am

If it 's made of a double-sized sheet, can it still be considered a pocket-mod? E.g. 16 pages. So yeah, the pocket-mod competition poses a few question regarding format.

(Cool!)

Edit: okay, ignore this post. I just took a glance at how pocket mod booklets are collated and it doesn't seem possible to make a larger one.
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Re: Ideas for the 2013 24 Hour compo

Postby madunkieg » Tue Aug 13, 2013 8:27 am

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Re: Ideas for the 2013 24 Hour compo

Postby Anastylos » Tue Aug 20, 2013 12:46 pm

I have some things I like to put in the game. I want a more unique characterprogress than Exp to buy Stats and gold to buy stuff. And I like the Idea of gothic world where you have several classes and can choose two. Maybe I will even add a 3-16 like killing system where you roll how many enemies you kill.

Of course it depends on the theme, but I will keep this in mind and look what is possible.

Untill then I will continue to flesh out "feud". When will the challence be, can't wait.
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Re: Ideas for the 2013 24 Hour compo

Postby koipond » Sun Sep 08, 2013 5:36 am

Damn. I'm in, I'm in, I'm in, I'm in.

This is going to be so freakin' fun and amazing.
I also do which isn't much, but it's enough for me.
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