View Single Post
  #5279  
Old February 14th, 2024, 07:27 PM
Leaf_It's Avatar
Leaf_It Leaf_It is offline
Night of the Living Plastic
 
Join Date: February 19, 2008
Location: USA - Utah
Posts: 2,251
Images: 5
Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun Leaf_It is a penguin with a machine gun
Re: The Pre-SoV Workshop

Quote:
Originally Posted by wriggz View Post
Quote:
Originally Posted by Leaf_It View Post
Quote:
Originally Posted by quozl View Post
Quote:
Originally Posted by Leaf_It View Post
Quote:
Originally Posted by quozl View Post
What is the theme?
The intended theme was to make an Outlaw leader. If Jedidiah only worked with himself, he wouldn't really be a leader.
As anyone who watches movies about bad guys knows, every bad guy is out for himself and any bad guy leader ends up either dead or by himself at the end. if you don't have betrayal in there, you miss the bad guy leader theme IMO.
Okay, sure, but just because they are out for themselves, does mean they benefit from not bonding with Jedidiah, or that Jedidiah benefitrs from never letting them do anything. In a Game HeroScape, unless you have a Sir Hawthorne ability to swap teams, that betrayal angle isn't going to be very easy to implement.
I made my entire faction of pirates function like this with revealing om placement wounding frienly figures and not taking a turn.
That sounds very fun and interesting. If I was making the Outlaw Faction from scratch, this would be a very compelling thematic direction. I am only working on 1 design though.

Shiftrex makes a very good point though. Outlaw betrayal isn't likely to happen during the fight, where doing so would only get themselves caught, or killed.

Leaving if Jedidiah is the only figure left is a compelling way of adding that theme, and it doesn't take away from anything else in the design.

I'm not sure that's the right direction though. No other Outlaw has an ability that pushes this theme, so why does Jedidiah need to? Yeah, it's an interesting aspect of Outlaws that would have been neat, but this is an established faction, we're not making it from the ground up. Call it a missed opportunity, but that's on the designers of the first few Outlaws.

Everyone seems to want to pull this design in different directions, some of which require drastic reworks. I'm not doing that. This design has existed for literal years, and I liked it that whole time. I'm not looking to make a new design. I'm looking to adjust the design as little as possible, changing only what I must change to address the concerns of the judges.
Reply With Quote