Excellent points, both! You have my thanks. I’ll work to remedy these issues and update it for added clarity. Honestly, I can’t express how much these observations helped! I also greatly appreciate the kindness and generosity with which you’ve offered your feedback.
is there a moment of play or interaction between the participants?
Yes, and it obviously needs a bit of clarity. The primary narrative play should be the player describing the piece of art their Cubie is creating. There’s an opportunity there for the other players to ask questions and offer suggestions, but I don’t want to spell it out too much. My hope is for minimal prescription. But, I do now think this may need more context.
I don’t know on which space that I should start.
Wow, yeah, I just didn’t include that! Easy fix. (the middle space “Art”)
You only have the possibility to move vertically if the d4 shows 1-2 (alt. d6 shows 5-6) or if the d4 shows 4 (alt. d6 shows 1). Seems like pretty slim chances to finish; is this a game having your art as a never ending process? [OK, I realized later that there were two modes for playing - I was only looking at the Challenge Mode]
Hmmm. I’m going to have to think about how to handle this. The idea is that once you get to the top space, you can win with an Up or an Up-Right/Up-Left. I need to spell that out a tad more clearly. Thank you!
[Given my revelation, I think the compass - or it’s mechanics - should have a different, and clearer, way of presenting itself.]
You’re right. I’d hoped to get both modes of play in there, but it may be a bit of a stretch, especially considering my limited graphic design skills.
What happens if there are several participants, and one finish?
My intention is for everyone to share the same movement. A single unit moving across the canvas. I need to make that clear and you’ve helped me understand that.
I like how someone can (seemingly) be at the top and then be at the bottom or vice versa.
That’s not what I wanted to communicate. I meant it more as a horizontal motion, not vertical. I need to work on that. Unless it IS better this way… hmmmmm
I also like how much space there is in the document, and the art.
This is exceptionally good to hear. I was worried it was cramped or that the (public domain) art wouldn’t land.
how the game enforces iterations (rolling 0?), collaborative brainstorming, or even living in a collective. Perhaps it’s because some of the terminology, like “Lyalls” and “stand-patterns”, is flying over my head.
In the Challenge Mode, players are going to be at it for a while. The iterative element would come from the game continuing past the players’ initial burst of good ideas. This could lead do “and now one, but like this. And now another one, but like this,” which is an essential element of the creative process. Similarly, running out of ideas can inspire players to pick up from each other in much the same way the Cubists did. Stein poetry was inspired by Picasso. She didn’t try to write poems that looked like Picasso paintings, she tried to render the elemental properties of Cubist representation in the written word. I’m dreaming of this game being able to get a few groups, or even just one player, to someday glance a bit of that experience.
The Lyalls were the folks that made the book “The Cubies’ ABC” and referred to themselves as stand-patters. Their just the bad guys of this game. I should probably expound on this to avoid confusion.
I quite like the idea, but i am actually not really sure whether you imagine narrating the dice results in fiction?
I don’t imagine that taking place. The RP elements would be in the describing of the creation of each individual piece of art, asking about it, making suggestions, and possibly the other players deciding whether or not a particular piece is worth a re-roll. After that, play moves along to the next Cubie. I’ll see if I can fit a bit of explanation about that in there. Thank you for the astute observation!