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Home › Forums › Game Developers Discussions › RAZED – FATE OF A GALAXY: Feedback and discussion thread
Tagged: game design, narrative, RAZED - FATE OF A GALAXY, Star Wars
Yeah while i’m always happy to reconsider any given aspect of a mechanic etc – there is also alot to be said for sticking with a theme. And I want to squeeze as much out of a deck of cards as I can in this – so any grid based movement will very likely be for some future different project 🙂
Something i tinker a lot with during game design is little charts and ready reckoners for the spread of stats and parameters.
Razed is no different. I try to imagine the range between the lowest and highest, and then try to peg what the average character would be. (For example a human if they represent the average) – then every character or unit will fall somewhere on that range…
Its not perfect – but hey nothing ever is and it does help stop procrastination a little,

A square or hexed surface can work really well, but requires either a bespoke board/mat or using markers to lay it out which adds material and also doesn’t look nice.
Using the card edges as measures is on theme here. Some card based rank and flank games use it. Using unit measures for distances works well in my view too. Despite the very cryptic implementation by GW movement in Kill Team works nicely. Having two card edges here and multiples of them should offer enough scope.
Got a bit of time last night to work through the character profiles. I now also have a bit of a hunch how I may approach piloting and force powers, but they are both still a ways off.
You can download a pdf here from a public share drive where I’ll host files etc: https://drive.google.com/drive/folders/1FuumADJrpRv7g2kY1zMIhVYlzDzA5hq4?usp=sharing

My main development is on actions, making some difficult (or rare) and even closing some off entirely to particular characters to suit their narrative etc.
It should make for some interesting play approaches going forward I hope.
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