Progress

A few months ago, I posted the first design element of my new game: it’s character sheet. The game didn’t have a title then, but with some help it has since been dubbed Technoir. Much of this game has been designed by the process of creating the character sheet. So, as it has been revised, its evolution is reflected in the changes of the character sheet over the playtesting process.

Here is the revision made soon after that previous post:

revision 1The main difference was that Bad Habits were changed to Clauses and Push was changed to Emphasis to try and better fit the sentence-structure theme I have going with Verbs, Adjectives, and Objects.

Then we go on to:

revision 2You can see I put in a place holder for a title, even though I still didn’t have one at this point. I also went from a half-letter sheet (8.5×5.5) to a full-letter sheet (11×8.5). This was primarily to create more room to write in the Object’s tags. Emphasis points turned back into Push points (represented by coins at this time). The mechanics behind Clauses were re-configured into the early version of Connections (which are in-game contacts with a little mechanical crunch to them).

Then:

revision 3Hey, we finally have a title! The proportions of elements on the sheet were pushed around so that we’d have a little gap along down the center of the page, allowing the sheet to be folded in half without folding anything important. Push points were changed to Push dice at this stage, so I made some biggish boxes where the available and used dice could sit to keep track of their state.

And now:

Latest version of the character sheet for TechnoirThis is the latest version of the sheet. The main change is that the mechanics behind Connections have changed. They are now completely divorced from the Bad Habits/Clauses rules from prior versions and fit in-line better with the rest of the game.

  1. Nice, Jeremy. I dig the big, bold logo but I dig the restrained-with-info logo even more. This is such a handsome sheet. I sort of miss the round spaces for emphasis/push, if only because such things are handsome and rare, but you’re probably right to maximize the usable area for holding those dice.

    Last I played it, this was a really fun game. I’m eager to play it again one day soon.

  2. Thanks, Will. Yes, circles are always fun elements to work into a design but they rarely fit well into rectangular spaces.

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