Skip to toolbar
Senile Sorcery

Senile Sorcery

Supported by (Turn Off)

Suggestions for Senile Sorcery

Tutoring 0
Skill 3
Idea 4
2 Comments
Suggestions for Senile Sorcery

If you have any suggestions for Senile Sorcery, please post them here.

Supported by (Turn Off)

2
Leave a Reply

2 Comment threads
0 Thread replies
2 Followers
 
Most reacted comment
Hottest comment thread
davehawes
Member
4619xp

Again sorry for taking so long to get around to this! But after a couple of games here are some thoughts.

1) It would be clearer in the rules if said exactly what runes you should have to throw each turn (probably less of an issue with something that comes with components). It is counter-intuitive to throw double-sided runes that can only come up with one result, but once you get into it you forget about that. On a similar note, we just threw the necromancy rune every time, even when summons weren’t out because it was easier to just grab all the runes and throw than worry about if we cared about the result of the necromancy rune or not.

2) @ajhawes and I both held a similar very subjective opinion on the setting/aesthetic. That is to say, we are not huge fans of toilet-humour, nothing against it at all, but doesn’t tickle our funny-bones for the most part. I think if it was more Discworld than Beavis and Butthead, it would appeal more. That being said, it doesn’t detract from the mechanics of the game, and I am sure a lot of people will enjoy it, so it’s purely personal taste that one. It’s also something where the exact final art will probably matter when it comes to how this feels.

3) The rune throwing is great fun, although probably the same thing could be achieved with dice, it might be easier to count things with runes (Aristeia has a real problem with this when it comes to counting switch triggers cleanly). It is fun and different, and the variation it gives to the spells each turn is interesting.

4) The trauma mechanic is good, that feeling like you are charging up for a super spell, but it’s often easier to just pepper an opponent with small spells, as energy is so much easier to come by.

5) The games tend to feel a little short, lasting 2-3 turns, and it feels like it would work better at 4-5 turns maybe. In one game I almost one-shotted @ajhawes on the first turn. That being said she did come back to win the game, so maybe just a little too swingy overall.

6) The synergy between spells, runes and the board are pretty interesting. Right now the game feels a bit too random in it’s extremes from no-damage turns to 9 damage turns, but you can feel it getting interesting. Thinking about positioning, what spells you have available and so on takes it a good notch up from just another card-battle game. I think you were saying the final game will have placeable tiles rather than a fixed board, I think this would add a huge amount of replayability to the game.

7) One other thing that would be cool is more asymmetry between the different wizards other than just elemental potency. I can see how that works from a balance perspective, but more variety would be nice.

davehawes
Member
4619xp

So here is a picture of one of our goes at Senile Sorcery!
comment image

Here is a snapshot of recording some data from a couple of games
comment image

Supported by (Turn Off)