Interesting Mechanics In The Cyberpunk Future! Code Blade From NeuroCraft Studios Ltd | Stand 1-184

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  • Опубліковано 1 чер 2024
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    We have a chat with the guys from NeuroCraft Studios about Code Blade a very interesting Cyberpunk table top game with a bunch of unique rules that makes this rule system stand out from all the rest.
    #UKGE2024 #UKGamesExpo #cyberpunk #wargaming #wargame #tabletopgaming #NeuroCraft
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КОМЕНТАРІ • 6

  • @jcurls7163
    @jcurls7163 2 місяці тому +4

    I've had the pleasure of playing this game and its amazing! Really easy to pickup but still plenty of tactical depth

  • @the13th
    @the13th 2 місяці тому +2

    I really really like the sound of this trying to do some different things is always something I love to see, especially as someone in the middle of development myself.

  • @timcat61
    @timcat61 Місяць тому

    I would love to see a few demo games

  • @farplaine
    @farplaine 2 місяці тому +1

    Game sounds deadzone like but I dislike dynamically generated objectives. It breaks immersion for me. A mission needs a narrative, and it’s hard to maintain a narrative with completely random objectives like “jump a model to his death for…reasons”

    • @walt_man
      @walt_man 2 місяці тому

      Agreed, a purpose built objective COULD have random changes happen to it [let's say a VIP is assassinated by a insane suspect] and that changes the game. But random is something you should roll for before the game starts, not during. I didn't explain that well.

    • @CodeBladeGame
      @CodeBladeGame 2 місяці тому +1

      Hi @farplaine - could be a matter of preference, or not explaining well in a short video. In this setting/narrative, the various factions/gangs are fighting for scraps of compute access (tokens) which are awarded for following instruction or providing services. The various and sometimes competing AI use these points in time to affect the real world, generate new data, test things, and learn. The skirmishes break out around access points where brief opportunities exist to interact with the machine, steal from each other, or just cause mayhem. In setting, the "JUMP" task is a very cruel AI telling you to jump from atop a building, and you get to eat tonight if you survive. ... it's not a pleasant place for parts of society that are not compliant with corporate structure. Mechanically, it breaks the "everyone move to the middle of the board" tendency of wargames, but players are aware of every possible task available each turn - you just need to know that objective 2 might matter a lot this turn, but not for the rest of the game.