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  #13  
Old September 11th, 2021, 04:41 PM
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Re: [AotV] General Map and Scenario Intro

Flipping in/active every round is an interesting wrinkle. In theory, some rounds you'll be able to safely leave the area to accomplish something else, and in other rounds there will be a sudden push toward a certain section of the map. I'm happy to start looking at the existing and not-yet-settled glyph designs through this lense.


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  #14  
Old September 25th, 2021, 06:20 AM
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Re: [AotV] General Map and Scenario Intro

I can see the inverse glyphs bit being pretty fun. If we use the "wierd world" or "opposite world" angles given to us by the weird tiles, then we can even thematically say that the inverse glyphs come from that world and are blipping back and forth from that warped reality.

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Old September 25th, 2021, 04:15 PM
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Re: [AotV] General Map and Scenario Intro

I'm happy to pencil this in for now and start looking at redesigning the glyphs to fit this framework. I'll bump the glyph design threads with proposals for initial changes.
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Old October 20th, 2021, 11:20 PM
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Re: [AotV] General Map and Scenario Intro

I'm personally not super compelled by the Inverse Glyph alternating on/off every round idea. I don't hate it, but it seems a bit fiddly and unnecessary. I think my preference might be just to make them normal glyphs; no need to reinvent the wheel just for the sake of making something new.

If we really did want to do a new glyph type, glyphs that only affected figures at LEAST X spaces away could be kinda cool? Normally you tend to concentrate your figures around glyphs. With these glyphs you'd want to secure it, then bring the battle away from the glyph if possible.
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