Not quite Halloween Eve material (you can hop back to Project Host Master for a small does of that), but here it is. Rather than simply continue what was established in Diary #0, I seemed to have started this entry with musings on the distinction between absurdity and spectacle in action cinema. Getting many sentences in and still not mentioning Project Action!, I realized I was a bit side-tracked. I shifted that writing over to Project Stump in this post here but what I think I meant to say is this: Project Action! should fall right on that line between spectacle and absurdity. The scale, form, and impact of the violent actions in the Project Action! boardgame should reflect this by aiming for enough of a tongue-in-cheek style that it critiques the violence, but not too much that it "kills" the interest of those looking for more of a bad-ass-action-simulator in a boardgame. Simple enough, right?
So I'll list out the base necessities I believe the game design needs to get what I'm looking for, then briefly brainstorm on each to see what kind of system I should be trying: Thematic Punching Characters; Variable Punching Powers; Simultaneous Punch Selection and Programming; Dynamic, Physical, and Thematic Punching Resources; Limited Weaponry (Mostly Punches); Modifiable and Useful Environments for Punching; Descriptive, Impactful Injuries from Punches; Punches with Different Attack & Damage Types; No Puncher Elimination; Variable Punching Goals.Read More