Wendigo: technology and magic

In technological terms, the world of Wendigo has different types of people, even if most armies are relatively well equipped. This happens because most of the technological development is dedicated to warfare. This is a pressing point in the game, as it’s clearly obvious the uniqueness of having medieval-like cultures coexisting with modern and futuristic warfare. It’s not unseen in the media, but, even so, it’s an unique brand of the game. Read the rest of this entry »

Wendigo: the world

When we talk about a game’s stetting, we have to take into account its design, and how it supports the setting with the mechanics it employs. Wendigo’s design works with most settings, in a sense that most fiction genres work well under its mechanics, whether they are futuristic or fantastic, or any point in between. Of course, its whole idea was designed for a character centric game experience, on a semi-flat world, and fully three-dimensional game worlds probably won’t work on this kind of engine.

The specific setting I chose was not taken into (much) account during the design process of the game basics, because I know that pretty much anything I created would blend well into them. And it does. Of course, available technology was taken into account when designing the combat and character systems, and the latter was also influenced by available areas, quests and resources. Read the rest of this entry »