Category Archives: nagademon
Dynamo Updated
I’ve been distracted lately in working on Dynamo, which is the system I developed for NaGaDeMon. Like GENERALA before it, it’s kind of taken on a life of it’s own once people started playing it. Originally, the Dynamo rules document was a two-page slapdash thing that introduced character creation and the basics of game play. […]
The End of Dynamo
So that’s it, NaGaDeMon is over and Dynamo went without getting the last few playtests in that I wanted to run. I’ve finished up the game document anyway, minus a few of the narrative items that I wanted to test out and don’t feel comfortable including without making sure they work. Here’s the game document […]
Dynamo Playtest
Dynamo playtested extremely well last night. I ran the group through a pretty basic interrupted job / track down interrupters / uncover villainous plot adventure format and the system was more than adequate to the task. Early on there was some questioning about the points system – if I can dump all my points into […]
Dynamo Classes
Yesterday, I’d planned on taking Dynamo to gaming and doing a play test. By yesterday afternoon, however, it was clear that all I’d really had in cohesive form was a set of mechanics. Character creation was lacking as I’ve still not completely defined what the characters are actually supposed to be. Although we didn’t play, […]
NaGaDeMon begins
Now that my 25 hour Game-a-thon for Children’s Hospitals is over, I can get about the business of writing down and developing my ideas for my National Game Design Month entry – DYNAMO I’ve developed a recent fondness for “loose”, rules-light systems like Daniel Bayn’s WuShu, and I’ve always enjoyed analyzing genre stories and breaking […]