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Showing posts from April, 2013

The Legacy of the Condottiere Token

Another quick thing so I don't forget it.  So one of the few nice boardgames I actually physically own and can play with my friends at work is Condottiere.  It's a blast, especially since my buddy Tyler re-distributed the territories of the Italian city-states onto a Game of Thrones map of Westeros.  Nerdception. But a key feature of the game is the Condottiere token, and its corresponding Bishop token (or the Iron Token and Septon, in our games).  Players win control of each token throughout the game, and the tokens declare where the next battle will be fought, and what area is off-limits from battle, respectively. So how about if that's the elegant little remedy to what has become a theoretical rat's nest of "priority" in Skrattejagergeist.  I could then work the tiebreaker token into the special abilities for some of the Spirits.  Like the red dice of Clear Black Sky, this was kind of my last design stumbling block of over-thinking.  I think I can get re

Dice, Dice, Denominations

Quick post today.  It's Friday and lovely out, and I for one would like to go out and enjoy that weather.  Even though my running mates and I have collectively blown off the 4.5-miler we'd scheduled for this evening, citing a general hangover from my birthday party last night, and postponing it to tomorrow evening. I've been thinking about Clear Black Sky (why yes, I have appended the working title) and dice denominations.  As I've outlined previously, the game involves using dice to represent different classes of ship, which is hardly original, and balancing the production and deployment of large Forces of small dice or smaller Forces of large dice, which I believe is  original. The rules are almost entirely written, as it's a relatively simple game (for a 4x), and I've even worked out my tiebreaker/simultaneity issues (see "On Red Dice" , below) but what I'm pondering now is which dice I really need.  I currently have d2's, d4's, d6&#

Thinking of Re-Design

One of the nice things about nerdiness becoming more of the accepted norm is that the game-playing populace is increasing, and while that means that shite games are on the rise, there's more demand than ever for good games, and for a vocal populace to  recommend good games over bad ones .  I've been reading through Todd Sanders'  Unintentional, Sprawling,  92-page  93-page(currently) Ad Hoc Game Design Diary , which is a fascinating read.  Todd lists himself as a Game Designer, but also as a Game Re-Designer.  That's primarily involved streamlining games, making solo or print-and-play express variants, or graphic design reinterpretations. There's a fair number of re-imaginings of existing games because, well, as with any creative work, it's easier to use existing tools in new ways than it is to come up with new tools.  And everyone plays Checkers before they play Eclipse.  We are capable of designing games because we understand that which we have played hither

On Red Dice

So let's talk about Black Sky.  4x Space bag game, which feels supremely unoriginal now that I've seen the Kickstarter for Burning Suns.  But I feel that my game, which arose from a free-ramble based on mechanics, is a different enough game that I'd like to keep pursuing it.  I could re-post the original stream of couscous that lead to the game, but enough has changed since then that it seems off-topic.  What I want to examine today is a problem I'm facing with a particular subset of ships in my game: the Reds. From the current Living Rules Document for Black Sky: "Conquest Red “Armada” dice are used to subdue Hostile Planets, and to defeat enemy Forces.   When a Hostile Planet is encountered, the Planet has a Defense rating.  The total amount rolled by your red dice must match or exceed the Defense rating in order to subdue the Planet.  If the Planet is not subdued, your blue dice are destroyed, and your green dice, if they have not already Produced, ca

Simultaneity

Well now.  Here we are again.  In case I have any readership, I'd like to say firstly, thanks for your time, and secondly, regarding my last post, I moved on to the next round of the sketch-writing competition, and finished my submission for Week 2 on Saturday.  So the writing's done, and the nerves of Friday are yet a ways off.  So let's talk some Game Design Theory. Simultaneity: What are its advantages? What are its disadvantages? Let's start with what BBG forum user Eric Jome "cosine" said in response to my inquiry: "This is a really pivotal concept. Games that use drafting, phasing, and simultaneous action selection to distribute the waiting have raised the bar considerably on what makes a good game. No one likes waiting forever for your turn. The more you can make your game avoid long downtime, the better off you'll be in the marketplace... I'd call it a design imperative, frankly . One overlooked trick is to make people decide what

Writer's Nerves and Components

As anyone reading this will likely know, I make art in a number of different disciplines.  My writing "portfolio" (I don't have a goddamn portfolio) includes plays, comedy sketches, the beginnings of novels and screenplays, music journalism, travelogues, some really terrible poetry, some halfway decent songs, reams of personal journaling, and, among other, other things, gaming rules and prototypes. Tonight, though, a sketch of mine is entered into a competition over at the Second City, here in Chicago, where I make my home.  After a decade of performing and writing, I still get restless and anxious as these things approach.  I don't want to write any sketches today, I don't want to edit the short play that some very talented actors workshopped for me last night (and which desperately needs the edits), and I don't want to listen to my friends be happy and excited for me. So today all I'm going to write about is Flect. Flect , as I've mentioned before

Allegiance

I've been looking at games like Werewolf and Space Sheep, as well as Bang!, where there are secret traitors.  It's an interesting mechanic; my favourite role in Bang!, for instance, is the Renegade.  The person whose identity is usually secret for the longest, and whose moral imperative is the most mysterious. I think that were I to explore this semi-cooperative mechanic, I would want to retain the moral fuzziness of the Renegade.  In Werewolf, my understanding is that we have a very classical understanding of Ontic Good and Evil.  I've always liked the green-skinned races, the lonely monsters, the noble villains and the flawed heroes. Mechanically, it would make no difference, but I think it would have an appreciable effect on player psychology if, instead of playing a "Traitor", they were playing "The Double Agent".  Martin of the Fellowship of Saint Giles, in the Dresden Files, type of thing.  You're not the monster in the midst; or if you are,

Unusual Board Design

There are a number of gaming trends currently in vogue right now.  There's a wave of 4x games, deckbuilding is a mechanic that's getting a lot of love (thanks Vaccarino), and Euro Games in general are currently being touted by gamer-types as the superior style of game to design.  Low-variance, skill-focused games, often with real world themes, and usually tied to European ideas. Despite the huge diversity of morphology in games right now, then, there are still a number of dominant motifs.  I aim to understand and work with popular ideas and mechanics, but am also interested in trying new things for their own sake, and attempting to create games that are more experimental than they are commercial. When a game idea comes to me, it could be any one of a number of different starting pieces to the puzzle.  It could be a theme, a board shape or image, or simply a mechanic. Theme This is probably the most common way in which a game concept presents itself or occurs to me, and

New Endeavour

Abstract: Another Fin Coe blog, this one focusing on collating my ideas in game design.  I have a number of thoughts regarding themes and design mechanics, and they're all going on here, along with ludolessons I pick up along the way.  I hang out at the Board Game Geek Game Design Forums, and follow the blogs of Daniel Solis, Michael Nguyen, and others.  I steal knowledge (but not ideas) shamelessly.  And since I'm in the habit of starting companies; Velocimancer Games is the precious little title for this enterprise of mine. Development ramblings to come.