Archive for the ‘Juiced Rider’ Category

I think as some friends of mine have pointed out, the most interesting part of the game is the memory interface. How players or rather characters can gain and lose memories. As such, I think a lot depends on how memories are handled, and how you get new ones and such. I think another important [...]

[JRMM] More RP?

Posted: July 21, 2007 by Guy Shalev in Juiced Rider
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Unlike some of my other designs, Juiced Rider is designed to be an RPG; a game which also has role-playing in it. And while the game portion is certainly fun, or so it seems to my quite Game-centered mind, I thought that perhaps there isn’t enough RP going on: You go on missions, and those [...]

[JRMM] Making Zero Mind Count.

Posted: July 21, 2007 by Guy Shalev in Juiced Rider

The rules as they stand state a couple of things: While on missions, Zero Mind must be higher than Temporary Self. When Temporary Self goes to 0, reduce (permanent) Self by 1. As the rules stand, there’s no reason not to have Temporary Self at 1 and put all the beads into Zero Mind, which [...]