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  • File : 1295315182.jpg-(83 KB, 875x620, coloring-page-board-game-dl10299.jpg)
    83 KB Dating Sim: The Board Game Anonymous 01/17/11(Mon)20:46 No.13558737  
    Hello, /tg/. Some nice folks over at this thead >>13558041 are making a board game based on video game dating sims. We need to get more of /tg/ into it so here's a thread for it.

    What we have so far, which is not much, to follow.
    >> Anonymous 01/17/11(Mon)20:50 No.13558779
    >>13558277
    >The players go around the board, when they land on certain squares, they get a card describing a situation with one of the girls. Let's call it a Situation Card. Now, the player has a choice on the same card, sort of like a choose your own adventure deal. "Girlname went into the shower but forgot her towel. Option a: get her a towel, option b: wait outside until she decides to walk out naked". Then, depending on your choice, you get to a card out of another stack, one for nice guy choices, one for dick choices. Those cards give you rewards, like points towards that particular girl or another turn or whatever. But they can also give you penalties, like losing a turn or losing points towards your goal.

    >The first one to get enough points to bone a particular girl, wins. Or the game continues until all the girls have been screwed, the players who fucked the most wins.

    >>13558296
    >At the begging of the game you draw a random girl. They'll have 2-3 keyword traits that can effect certain situations, events, etc, and a single unique mechanic.

    >>13558423
    >The points needed to bone a girl are called Hearts, because why the hell not. And the number of them you need to win is determined at the start of the game. That way, you can have quick 3 heart games to kill half an hour, or marathonic 30 heart games where the players will need to go around the board several times.

    >All cards will have art, of course.
    >> Anonymous 01/17/11(Mon)20:50 No.13558783
    Not that like this idea or anything, but I...I had some extra stats left over and figured you might be able to use them
    Cute/Sultry
    Girly/Tomboyish
    Cold/Bubbly
    Sub/Dom
    Pure/Kinky
    Soft/Toned
    Pale/Tan
    Flat/Busty

    Not like I want this game or anything though... don't be so full of yourself!
    >> Anonymous 01/17/11(Mon)20:50 No.13558784
    >>13558515
    >How about each player has a Character card, each with a little flavor text and 3 unique girls, all of whom you must get X of Y hearts with before you can win. Along with these are the "New Girls" cards that you draw at the beginning of the game and put on the table. These are worth more than your character specific (childhood friend) girls, but all players can attempt to woo them. Whoever fills the heart requirement of the New Girls gets that card and those points.

    >Also, I think perhaps there should be variant rules for lengths of gameplay. For example, in a short game, one of the Childhood Friend girls must be boned. In a long game, all 3 must be boned along with at least one New Girl.

    >>13558559
    >I like it. And the more girls you're trying to fuck the more difficult it will be to avoid getting caught by the one of the others. If this happens, you lose a certain number of hearts with that girl. This is done via the roll of a die.

    >>13558614
    >And the Situation cards that allow for a chance to score are appended with a certain risk, which comes into play when another girl has X hearts with the player.

    >Of course this raises the question of "Kinky Bonuses" or "Special Girl Traits," which would make getting caught in certain situations do more good than harm.

    >For example, what if one of the girls was an exhibitionist, and the girl who catches you is a bi nympho? Would this still decrease hearts? Would you get a huge bonus for having a 3-way?

    >Simplicity vs. Sexiness...
    >> Glutton 01/17/11(Mon)20:52 No.13558799
    It should be called

    "Awkward Time with your friends: The Dating Game"

    Seeing that you'd be forced to play it with other people, unless it's some kind of crazy solo boardgame or some shit.
    >> Anonymous 01/17/11(Mon)20:52 No.13558804
    >>13558799
    I'm thinking 1-6 players.
    >> Anonymous 01/17/11(Mon)20:53 No.13558809
    This is the worst idea i've heard all week.
    >> Anonymous 01/17/11(Mon)20:53 No.13558812
    >>13558799
    A. Depends on who your friends are.

    B. Is there something wrong with having Solitaire rules?
    >> Anonymous 01/17/11(Mon)20:55 No.13558829
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    >>13558804
    >1-6 players
    >1 player
    >> Anonymous 01/17/11(Mon)20:58 No.13558850
    Before we can start writing all the rules and whatnot, we need to have a clear idea where we're going with this.
    We need to establish the core rules. Where does the game end, what's a player to do in his turn step by step. Then we can start with the player characters, their girls, the cards, etc.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)20:59 No.13558853
    >>13558783
    These are just the kind of special girl traits I was talking about!
    >> Anonymous 01/17/11(Mon)20:59 No.13558858
    No.

    Just no.
    >> Anonymous 01/17/11(Mon)21:02 No.13558881
    >>13558829
    And that's how you know we're thinking of the consumer: /tg/
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)21:12 No.13558969
    >>13558850
    A standard game will end once a player has boned one girl. The true winner, however, is determined by who has the most heart points at the end. The boning itself is worth 15 points.

    On a player turn, you roll 2d6 to move around the linear board. The space you land on determines how you proceed. Types of spaces could include...

    -New Girl - Draw a new girl card and place it on the table
    -Planning - Draw a Date card and put it in your hand
    -Scheming - Draw a Spite card and put it i your hand
    -Plot Point - Draw a Situation card face-up and follow the instructions on the card.

    If a player lands on any of these EXCEPT Plot Point, they may roll a die. On a 5-6, that player may use one of the cards in their hand.

    Date cards behave like Situation cards, but with a slightly higher risk of failure. This risk can be negated or increased depending on the girl you try to use the card on.

    Spite cards are used to hurt other players' chances at scoring.

    (All of these are up for debate)
    >> Anonymous 01/17/11(Mon)21:17 No.13559021
         File1295317075.gif-(431 KB, 640x360, 1292381484748.gif)
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    This interests me, continue?

    Would this game be done old style you pass or fail on situations or would we actually have "protagonist" stats on our characters and make it more RPGish like dark tower or possibly decent?
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)21:24 No.13559075
    >>13559021
    OP suggested two decks of cards for how your choices on the Situation cards effect your relationship. These could be called the "Devil" and "Angel" decks, or the "Outcome cards."

    Being nice to good girls will probably be more effective than being mean.

    To build on this idea, what if each girl had a set of symbols on their cards to represent personality traits? These could then appear on the Outcome cards so that, depending on the girl, each outcome could have a positive, negative or neutral effect on them.
    >> Anonymous 01/17/11(Mon)21:27 No.13559106
    >>13558969
    The dice roll thing seems a little too extra. How about they draw the card and have the option of playing it or another of the same type on that square? Or maybe spite cards are just responses to other players actions. Something like turn skips or forcing them to not draw a plot card due to "promise to a friend" or whatever the typical flag miss is in those games.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)21:29 No.13559139
    >>13559106
    Spite cards could just be counters, but I for one like the die roll. Think of it as a "guts check," and is a representation of the fa/tg/uy having to build up the courage to ask her out.
    >> Anonymous 01/17/11(Mon)21:29 No.13559144
    >>13559075
    I think the traits were listed, I didn't read it all as well greentext.
    >>13558783
    >Cute/Sultry
    >Girly/Tomboyish
    >Cold/Bubbly
    >Sub/Dom
    >Pure/Kinky
    >Soft/Toned
    >Pale/Tan
    >Flat/Busty

    Also an amusing thought is that there can be plain jane. The girl with no icons and as such is a bitch to swoo.
    >> Anonymous 01/17/11(Mon)21:32 No.13559167
    this is so very very sad
    >> Anonymous 01/17/11(Mon)21:40 No.13559265
    >>13559144
    Can't forget tsun/yanderes.
    >> Anonymous 01/17/11(Mon)21:41 No.13559277
    >>13559139
    This gives me an idea, lets have players draw their own protagonist from a deck. Though what stats to have?

    First idea is true love scheme but that may not fit. So first blush.

    Guts
    Intelligence
    Muscles
    Charm

    to start with?
    >> Anonymous 01/17/11(Mon)21:42 No.13559292
    >>13559265
    Yanderes should have possible events that if you have hearts on them and have hearts on other girls you could be removed from game.
    >> Anonymous 01/17/11(Mon)21:44 No.13559318
    On another hand, could we just do this as a card game? Not as collectible cards, of course, more in line with Munchkin.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)21:48 No.13559375
    >>13559144

    Those are mostly physical traits, though. How a girl reacts to something has nothing to do with how tan she is. =P

    Those physical traits COULD however be useful. What if characters had bonuses to wooing certain body types? For example, if one of the characters was an athlete, he'd probably be more attractive to athletic girls.

    Each character should match up with one body type, and each girls should fit into 1-3 body type categories from the following list:

    >Cute/Sultry
    >Soft/Toned
    >Pale/Tan
    >Flat/Busty
    >Tall/Short

    Girls will also have between 1-3 mental traits. Each character matches up with one mental trait from the following list:

    >Girly/Tomboyish
    >Cold/Bubbly
    >Sub/Dom
    >Pure/Kinky
    >Romantic/Lusty

    If a girl doesn't have one of the two, she is average in that particular respect. The more traits she has, the easier it will be for players to woo her.

    Example girls:

    May - Toned, Tan, Busty, Tomboyish, Kinky, Lusty
    (She's an easy lay)

    Yumi - Short, Cold
    (MUCH more difficult)
    >> Anonymous 01/17/11(Mon)21:49 No.13559394
         File1295318997.png-(59 KB, 251x172, 250px-Crash_and_the_boys_movie.png)
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    >>13559167
    SOOOOOO SAAAAAD.
    >> Anonymous 01/17/11(Mon)21:50 No.13559398
    >>13559375
    I will make Yumi my pet midget.
    >> Anonymous 01/17/11(Mon)21:51 No.13559413
    >>13559375
    I don't think the amount of traits should define the difficulty. Really, they should all have the same amount and have equal difficultly. Or maybe certain combinations would somehow change it.
    >> Anonymous 01/17/11(Mon)21:53 No.13559445
    >>13559413
    I think it's more keying off of plot cards. If they have the trait or something you can increase your progress with them.
    >> Anonymous 01/17/11(Mon)21:54 No.13559460
    >>13559413
    Certain types of traits should affect difficulty, although the quantity should be irrelvant. Yumi, the short, cold, sultry, tan girl with enormous breasts (Who will inevitably become my pet midget some day) will be harder to fuck than May, the bubbly lusty girl.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)21:55 No.13559464
    >>13559413
    The New Girls will have variable difficulties. The Childhood Friends will have, say, two from each category.

    The New Girls are the unknown vectors here.
    >> Anonymous 01/17/11(Mon)21:55 No.13559467
    >>13559445
    But I'd think certain traits would also hinder some plot/situation too.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)21:56 No.13559485
    >>13559467
    That's the point. If you ask a shy, reclusive girl to go to a club, do you thing the outcome will be positive?
    >> Anonymous 01/17/11(Mon)22:11 No.13559567
    >>13559485
    Actually that gives me an idea. Plot or situation cards could give bonuses or penalties to success depending on traits. Possibly even a worse outcome if you fail when they have those traits. Like with trying to ask out the shy girl to a club and fail, in addition to failing you can't interact with her for the next 3 turns or something.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:12 No.13559584
    >>13559567

    That's a very good idea! Also...

    Some events, both Date and Plot, should have immediate effects for certain traits. To site my last post, if you ask a cold girl to hand out with your friends at the mall or the like, she should instantly refuse. This will add some restriction to who you can take where.
    >> Anonymous 01/17/11(Mon)22:13 No.13559598
    Make points cumulative; Call them "Charm" instead of "Heart"

    For successful "dating" actions you gain Charm points, and in order to fulfill certain conditions of getting said girl in bed you must spend Charm points. Each girl will have a certain value (for laughs, #/10, half of which you get back in charm points after doing the deed) which they're worth at the end of play. Player with the most Charm points + girl points at the end of the game wins. Bonuses should be handed out for sleeping with larger pools of women.

    The values described here: >>13558783 could be guideline modifiers for the girls. Say; Every girl is worth 5/10 and require three "dates" to seduce, the number which changes as you add or subtract values.


    So the flat-chested (-1 to value) bubbly (+2 to value, -1 to dates required) girl might be a 6/10, and require two date actions to seduce. Depending on the luck of the draw and the skill with which you play your situational cards you should be able to get her for less than nine charm points. The busty (+2 to value) sultry (+1 to charm points spent on actions, +1 to value) dom (+1 to dates) is a heavier investment, but she's a solid 8/10.

    Also with this system its possible for adventurous players to create their own women to insert into the game. . .

    My ideas seem cluttered but I hope someone gets what I'm trying to say. I'll go and eat some breakfast then come back and try to clarify.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:16 No.13559629
    >>13559598

    I'm picking up what you're putting down, but you're also adding two or three extra things to keep track of. This game is already getting pretty complex without having to keep track of how many dates you've been on and whatnot.

    Can you think of a way to streamline that a bit?
    >> Anonymous 01/17/11(Mon)22:20 No.13559671
    >>13559629
    not him but I think it should just flat out be 'charm' amount for seduction attempt. Maybe have seduction attempts be a plot card with a test on it? Generic ideas being the festivle, where you could do a date or seduction. Maybe if you have more 'charm' than required the seduction attempt gets bonuses?
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:23 No.13559720
    >>13559671
    Okay, say we replace Hearts with Charm.

    I think then that each date card would have a required charm level on them. Taking her to dinner, that's three. A movie, five. Taking her to a love hotel? TEN!
    >> Anonymous 01/17/11(Mon)22:30 No.13559824
    >>13559629
    I see your concern. My original idea was closer to >>13559720 but then it seems like the more charming, the faster you get points back, the more women you sleep with the faster you win. The individual able to get his charm up the fastest would take every girl and the game would be a clean sweep.

    If I wanted that I'd go out and fail with women irl.

    How many phases are there, anyway? I've never played one of these dating sim games, I'm mainly getting involved because I love putting mechanics together. Do you go through introduction/seduction/conclusion or can you jump straight into bed? What advantage is there to spending 3 points wining and dining her when you could just ignore her until you have the 10 points saved up to jump her bones directly?
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:33 No.13559877
    >>13559824
    You don't SPEND the charm. That doesn't make sense. That would imply that taking a girl on a date would make you LESS charming.

    The charm would be a prerequisite to taking the girls on dates. You only lose it via unsuccessful events.

    Mind you I still prefer the Hearts system.
    >> Anonymous 01/17/11(Mon)22:33 No.13559878
    >>13559824
    >How many phases are there, anyway? I've never played one of these dating sim games, I'm mainly getting involved because I love putting mechanics together.
    Depends. Games with stats it all depends on the girl and your stats. Newer games are just pick a path books with fapping. Usually it's a mater of raising 'flags' and not fucking up.
    >> Anonymous 01/17/11(Mon)22:37 No.13559929
    >>13559877
    I was thinking more like dating a girl is an investment of charm, one you get back over time. Or am the only person who is left feeling burnt out from the dating scene, even after success? ><
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:38 No.13559949
    >>13559929
    I usually feel more confident after a successful date. =P
    >> Anonymous 01/17/11(Mon)22:40 No.13559983
    >>13559929
    I think we're mixing this up. Charm for the girls has been a progress meter on them. Maybe we should go back to calling it hearts to not mix it up with stats.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:44 No.13560032
    Hearts are a progress meter with the girls. You put a heart token on or by the girl in question each time you earn one.

    Charm would be another thing to earn along the way, and would effect the players' ability to attract and court girls. I'm not sure whether this is a good idea to add, however, as it would be another thing to keep track of and could seriously slow gameplay.
    >> Anonymous 01/17/11(Mon)22:48 No.13560100
    Alright I'm a physical minded person so lets get this down.

    So for this we have a board, a fuck ton of cards, 2d6, and some heart pieces and pawns for each player?

    From there what?

    as I see it we have 3 choices for the girls.

    A deck of pre made girls
    Player generated girls
    Randomly generated girls using some trait cards.

    Then we have players

    who point buy a character.
    draw a character card.
    roll it D&D style.

    Then the game starts, some arbitrary place on the board and roll like monopoly doing what drawn cards based on squares say? Other players possibly reatcting with spite cards and such. Heart pieces get placed and someone seduces a girl and they win?
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:52 No.13560146
    >>13560100
    Yes, that about sums it up.

    I'm thinking pre-made character and girl cards. 10 characters (one for each trait) and a bunch of girls.
    >> Anonymous 01/17/11(Mon)22:55 No.13560197
    Do all the players try to pursue the same girl or something?

    So, each player tries to fuck over the other in order to look for romance? The rage and betrayals compound time after time, as the players slowly grow more embittered over this abstract goal, this thing that's pointless, all of this, just for the attentions of some harpy that will choose by a mere roll of a dice? So after the game is done, and the battle is won, amidst the miasma of bitterness and pain, will the player look around, and think to himself, 'why, why did I do this'?
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:57 No.13560234
    >>13560197
    Read the posts.

    Each player has three girls that only they have access to, but there are also New Girls who go on the table for all to pursue.

    Also, he who bones does not necessarily win. He who is best with the ladies is the real winner.
    >> Anonymous 01/17/11(Mon)22:57 No.13560237
    >>13560197
    Pretty much, though I assume there are X girls in play so they could focus on one if they wanted or play the field in attempts hoping for the right string of plot cards to seduce the girl with the right traits for it.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)22:59 No.13560266
    Oh, and a couple of the characters for you to play as should be female.

    Yuri is a must!
    >>>/u/
    >> Anonymous 01/17/11(Mon)23:01 No.13560301
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    >>13560234
    So the goal of the game is to become this guy?
    >> Anonymous 01/17/11(Mon)23:11 No.13560445
    >>13560301
    Yes. But he should be played as a little better at keeping his cool. He seemed a little too inclined to lose his head at times.
    >> Anonymous 01/17/11(Mon)23:14 No.13560489
    In the expansion Loli and MILF traits should be added.
    >> Anonymous 01/17/11(Mon)23:15 No.13560511
    >>13560489
    No. Those are core. There should be an option for a player to be the son of one of the MILFs. This would not prevent him from romancing her.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)23:16 No.13560542
    >>13560511
    I was actually thinking that one of the three of each character's "Childhood Friends" should be a relative/in-law. This would be the most difficult and most valuable of the three.
    >> Anonymous 01/17/11(Mon)23:32 No.13560761
    >>13560542
    Actually how much of a bonus does childhood friends give? Can only the player who drew them date them?
    >> Anonymous 01/17/11(Mon)23:34 No.13560792
    >>13560489
    >mfw those were in my original stat list I posted, but I left them out because I wan't sure if they were appropriate

    Silly me
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)23:36 No.13560827
    >>13560761
    The Childhood friends are on the Character's card and are exclusive to that character. There is one of little value, one of moderate value, and one of high value. Yes, on a standard game you could go after the cheapest one and win really fast. This is what the alternate rules for winning are for.
    >> Anonymous 01/17/11(Mon)23:39 No.13560858
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    >>13559394
    >> Anonymous 01/17/11(Mon)23:39 No.13560860
    >>13559375
    A player has an advantage when dealing with girls who share one of his characteristics OR have the complete opposite aspect.

    Opposites attract, it's a cliché overused enough to warrant mention.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)23:40 No.13560873
    >>13560860
    The traits on the character aren't his traits, they are the traits of the girls he naturally attracts.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)23:48 No.13560962
    New trait list:

    Physical:

    >Cute/Sultry
    >Soft/Toned
    >Pale/Tan
    >Flat/Busty
    >Tall/Short
    >Loli/MILF

    Mental:

    >Girly/Tomboyish
    >Cold/Bubbly
    >Sub/Dom
    >Pure/Kinky
    >Romantic/Lusty
    >Shy/Adventurous

    This means that there are now 12 characters.
    >> Anonymous 01/17/11(Mon)23:51 No.13561009
    Sultry,Toned,Tan,Flat,Short,Loli
    Tomboyish, Cold, Sub, Kinky, Romantic, Shy

    Aka: Fap fap fap.
    >> TedFallenger !Na.1jPy062 01/17/11(Mon)23:53 No.13561025
    >>13561009

    See

    >>13559375
    >> Anonymous 01/17/11(Mon)23:54 No.13561045
    >>13561025

    Busy fapping to my dream girl. Keep your 'rules' out of this.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)00:10 No.13561255
    Well I think the rules are about figured, so how about character/girl ideas?
    >> Anonymous 01/18/11(Tue)00:30 No.13561535
    How many girls do we need?
    >> Anonymous 01/18/11(Tue)00:32 No.13561550
    >>13561535
    1-6 players.

    3 character-exclusive girls per player.

    18 standard + new girls.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)00:35 No.13561600
    >>13561550
    Correction:

    12 characters.

    3 character-specific girls apiece.

    36 girls + New Girls, of which there should be a fair number.
    >> Anonymous 01/18/11(Tue)00:37 No.13561622
    >>13561600
    Wow. That's a lot.

    Maybe we could find a way to randomize them.
    >> Anonymous 01/18/11(Tue)00:42 No.13561691
    So it's a dirty version of this; http://en.wikipedia.org/wiki/Mystery_Date_(game)
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)00:43 No.13561716
    >>13561622
    Well there are 3 general difficulty levels for girls. The more traits they have, the easier they are, and the fewer hearts it takes to woo them. The fewer traits they have, the more hearts it takes, making them harder.

    Easy: 5-6 traits, 6 hearts
    Medium: 4 traits, 10 hearts
    Hard: 2-3 traits, 14 hearts

    The tricky part will be distributing the 12 traits evenly among the girls. Since there are 36 normal girls, then 36 new girls might be logical.
    >> Anonymous 01/18/11(Tue)00:45 No.13561743
    >>13561622
    The only girls that should be actually defined are the character specific girls.

    New girls are composed of 2/6 randomly rolled attributes. With possibly a couple of stock art premade girls if players can't be assed to roll or don't like the bullshit factor random rolls have.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)00:47 No.13561756
    >>13561691
    Sort of, but more involved.

    >>13561743
    This takes the fun out of seeing the girl you're trying to bang.
    >> Anonymous 01/18/11(Tue)00:47 No.13561771
    >>13561691
    The dirtiness is optional.

    You can always "fade to black" or simply obviate the sexing altogether.

    Although considering the public this game would be directed at...
    >> Anonymous 01/18/11(Tue)00:48 No.13561788
    >>13561716
    Why not just make 54 (standard deck size) all up? 36 new girls assumes six players are playing, on the rare occasion that happens 18 'new girls' should be enough.

    Even the most popular board games like Monopoly get clunky and don't have the prerequisite number of tokens when you have *all* the players playing.

    There's nothing wrong with having standardised characters for the players to pursue. Sure, after a few playthroughs you'll be all: "Ah, it's Lily again, an easy target." or "Oh fuck why'd I have to draw Judith?!" but that's part of the charm.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)00:53 No.13561850
    >>13561788
    What if you're playing one of the variant games in which you have to bone all three of your girls as well as a few new girls? What if you ARE playing with 6 players?

    Make a lot of girls. Populate your fictional city with lots of lovely ladies. Add variety and interest to your game!

    Skimping to make the game easier or faster to make is what caused games in general to become terrible.
    >> Anonymous 01/18/11(Tue)00:56 No.13561888
    >>13561850
    Indeed. After all, most of the time, girls will often consist of stock art and 2-6 keywords.

    I think I may be stumbling on a metaphor on the treatment of women, but I'm not sure.

    It's probably not important.
    >> Anonymous 01/18/11(Tue)00:58 No.13561925
    >>13561888
    Later on, we can make Manly Beefcake Dating Sim: The Politically Correct Mirror of DatingSim: The Board Game.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)00:59 No.13561941
    >>13561888
    Most of the girls will indeed just be a name, a picture, a heart number, and some trait symbols.

    Some, however, should have special attributes or effects to make things more interesting.

    For instance, there should be a pair of twins in the New Girls deck. If you manage to seduce both at once, you get mega bonuses to your heart score.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)01:02 No.13561999
    >>13561979
    This is why Almighty Gygax created expansions and supplements.
    >> Anonymous 01/18/11(Tue)01:09 No.13562093
         File1295330944.jpg-(106 KB, 390x263, LifeJimProfit.jpg)
    106 KB
    >>SIMS board game
    >>SIMSpns did it
    >> Anonymous 01/18/11(Tue)01:09 No.13562097
    >>13561999
    This.

    Monstergirl Dating Sim is the splat.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)01:21 No.13562287
    >>13562097
    That is not currently a design goal here. /tg/ doesn't stand for tieflings & goblins.

    I'm heading off for the night. We'll see if this thread is still here in the morning.
    >> Anonymous 01/18/11(Tue)01:45 No.13562635
    You guys had better actually make this.
    >> Anonymous 01/18/11(Tue)02:01 No.13562887
    >>13562635
    You could always try helping out.

    I'm typing something up, but it'll have to wait.

    Ran out of non-decaf coffee. Need to sleep badly.
    >> Anonymous 01/18/11(Tue)08:11 No.13565549
         File1295356314.png-(6 KB, 302x433, Dating Card.png)
    6 KB
    Bumping with card concept diagram.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)11:52 No.13567142
         File1295369553.jpg-(34 KB, 225x350, Card.jpg)
    34 KB
    >>13565549
    I was thinking more along these lines...

    A girl worth 10 hearts with the Physical traits Busty and Tanned and the Mental traits Bubbly and Girly.
    >> Anonymous 01/18/11(Tue)13:03 No.13567688
    >>13567142
    I love the potential this card layout has, especially from an iconic standpoint (its handy, too, when you have icons to also have them written somewhere as clarification, possibly in small bold print under or above the flavour text). I'd love to try to make a more polished version of that and a series of appropriate icons for it, if I didn't feel that this game would work better as an Arkham Horror variant than a Monopoly variant.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)13:10 No.13567739
         File1295374215.png-(36 KB, 1056x636, girls.png)
    36 KB
    >>13567688
    The symbol names would be in the instructions.

    I MAEK SPREADSHEET

    These are New Girls. For the Childhood Friends, these values could be inverted, new names could be given, and they could be distributed accordingly.

    If you have questions, keep this bumped till I get back.
    >> Anonymous 01/18/11(Tue)13:26 No.13567885
    >>13567739
    Beautiful. Just beautiful.
    >> TedFallenger !Na.1jPy062 01/18/11(Tue)14:04 No.13568201
    >>13567885
    I thought so too.



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