Showing posts with label frontier scoundrels. Show all posts
Showing posts with label frontier scoundrels. Show all posts

November 19, 2011

My Own Worst Fan: A Critical look at Frontier Scoundrels



Frontier Scoundrels has been in development since July and I think I've hit another key milestone, though it's not necessarily a good one. I've held a few complete start-to-finish playtests of the game, and while I think the game is finally mechanically sound, it's too complicated, ill-focused, and lacks the fun element it needs to have. I'm not sure I can fix the game in its current state.

The past 5 months haven't been wasted though; I know a great deal more about what works and what doesn't. More importantly, I know which of my core mechanics need to change, though that means I need to discard some of my original design focuses.

This will be a long post, so here's a quick table of contents to show you what to expect. Another thing to note is that I aim for this post to be useful as a design exercise for folks and it hopefully won't require prior knowledge of Frontier Scoundrels.

Table of Contents
  • The Current Frontier Scoundrels: Summary of the game flow with a link to the complete rules
  • Why It's Broken: A breakdown of what's wrong with the current game
  • Mulligan: Details on where I'm taking the game next, including a mind-map.
  • Thinking Time: Questions for which I need to find answers

November 6, 2011

The Status of the Expedition



My current lead design project, Frontier Scoundrels, has traversed some difficult terrain lately. I finally played the game from start to finish, which was excellent, but also showed me just how far I needed to go.

The feedback from the test was as follows:
  • Explorers didn't have enough interesting choices. They were basically pawns while the Expedition Leader and War Party battled it out. They had little incentives for either outcome, as well.
  • Event cards (now Action cards) played almost no role in the game. They were too hard to obtain and didn't matter much.
  • Resolving Hardships was too easy.
  • The Land mechanic was interesting on paper, but nobody really liked it as executed. During the test, each Explorer selected 1 Land card (from a hand of 3) and gave it to the Expedition Leader face-down. 
I tried to solve these problems in a few ways.
  • I made it so that Explorers played a Land card in clockwise order. Instead of the Expedition Leader choosing the order, the Explorer picked it. This actually simplified the game, sped it up, and made the Explorers' choices more interesting.
  • I modified the Land to benefit the Explorers more and the Expedition Leader less. This made it so that Explorer's could play cards that leaned in their favor.
  • I made it so Explorers earned points as well as the Expedition Leader (though fewer), but also would gain more dice to use throughout the game. 
  • I gave players more Action cards at the start of the game and added several ways to get them (primarily tied them into Land to once again make the Explorer's choice more interesting). 
  • I made Hardships more difficult by increasing/decreasing the numbers and putting more restrictions on how the dice could be used. I also cleaned up the mechanics here to be more consistent. Just a better change overall. 

October 1, 2011

Fixing the Trainwreck


Game design is a treacherous path of bad ideas, good ideas paired with bad ideas, and too many good ideas that form into a multi-headed bad idea that just won't go away. Games are one train wreck after another that just keep dog-piling into their predecessor, and just when you feel your playtesters are going to stab you for putting them on yet another no-fun high speed death trap of metaphorical proportions, someone has fun.

That is a magical moment, but for me and Frontier Scoundrels, we just encountered a massive fuel tank laden locomotive colliding with an 18 wheeler crap fest. We are so not there.



September 8, 2011

Frontier Scoundrels: Second Playtest Results


I got tired of waiting for friends to have a chance to playtest Frontier Scoundrels (people are busy!), so I played a four player game against...myself. It seems silly, but it was an incredibly useful act and I made some good changes because of it.

Here are a few things I learned about the game...

I really enjoy the Explorer bonuses (i.e. which dice you roll) combined with the Command cards. Command cards are assignments dealt by the current Expedition Leader. Players with Command cards roll dice to try to win a Hardship. However, each Command card conveys different bonuses and abilities. For the Expedition Leader, assigning them is a great choice that is fun but not too heavy. You have to quickly scan to see what the challenge is, who is participating, how many points everybody has, which dice they can bring, how the bonuses will change this, and then think about who can do the most damage with the bonus contained on a card.

The challenge is that you must give out Command cards, but which ones and to whom? You must involve the others! The other great part is that sometimes you get Command cards that are basically duds, which restricts your choices even further.

I was really pleased with this mechanic.

It was difficult to test the Frontier Scoundrel cards by myself. Each player has a set of them and different cards can be played at different times. Some are offensive, others defensive, and some can be used in both ways. What I did learn, however, is that three of the nine cards I had were worthless and never seemed useful. I cut these three and swapped them out for two new cards: one allows a player to wager against the current hardship (which is especially great if you aren't participating in the current turn) and the other allows a player to counter another Frontier Scoundrel card.

The cards I did use were useful and entertaining.

I really enjoyed the two different dice mechanics the game currently employs. I fiddled with the tuning on some of the cards, but I thought the current weight and probability of the dice felt pretty good. Two of the Eight Hardships tried were failed. Another two were almost failed, but a good roll and some well-placed Frontier Scoundrel cards fixed things. Perfect! Well, I may actually want 3 of 8 to be failed, but we can see how that goes. Dice will be dice...
The current mock up for Hardship cards...
I'm currently worried the punishments for failure won't affect the game enough. I added a -1 Point penalty for Expedition Leaders when Hardships are failed to make them sting just a little bit more. I did this for another reason as well, however. I noticed that later in the game players didn't have enough options by which to gain the lead. I think this -1 point loss will give players another way to hurt the leader in hopes of taking the lead themselves.

I tweaked a lot of the numbers pertaining to most Hardships, re-wrote a few of the punishments, and tweaked some of the tuning on Frontier Scoundrel cards. The score was fairly tight, which I enjoyed. I really like the current bonus mechanic and how it's an advanced strategy to try to figure out who will get the bonus to stop them from getting it.

A bit surprisingly, I found out that not one, but two other designers are working on exploration games. One is even working on a Lewis and Clark themed game (dammit) titled Corps of Discovery, which was the first name for Frontier Scoundrels. And there I was thinking Lewis and Clark was a fairly safe bet for a unique theme...

September 5, 2011

Testing, Testing

I've been troubled for a bit about the art for my newest game, Frontier Scoundrels. I'm not an artist and I cannot afford to pay an artist again. I went all out for Farmageddon's visuals and I feel I got more than my money's worth. But, that's expensive and until I get published or find someone willing to work for free, I need another solution.

Immediately, the choices aren't great. I can draw, which is a horrible idea. Or, I can use public domain images. After all, many folks do this and I'm making a game about history. But, I feel if I'm going to sell this game for any amount of money, I need to give people something somewhat special, even if it's not a Fantasy Flight caliber production.

One option...
I had an idea based on claymation and simple art projects, like dioramas, from elementary school. I thought I could use simple shapes that I could draw, easily identifiable scenes, and put it together in a way that's unique and charming. Here's what I did:


Step 1
I sketched it. If I could draw something somewhat decent, that was progress. I chose the Hardship card called "The Fort Clatsop Decision?" I thought a snowed in log cabin would be good. I played around with shading certain portions and keeping it simple. I was actually pretty happy.



Step 2
I drew it on my sketch book. Plain white background. I picked a handful of colors (light blue, black, brown, white, yellow, and green) from my heap of construction paper, then cut out the shapes. I placed them in the proper layering order (like in photoshop) and glued them.

I then went back and added subtle accents. Tiny black slivers to separate the logs. Blue to accent the snow. Yellow to accent the tree.

Step 3
I scanned it onto my computer. I cleaned up some of the rough spots.  I then minimized it and put it onto the card.

So, what do you think?

August 22, 2011

Political Correctness can make things difficult for historically-based design

My current board game is based on the Lewis and Clark expedition in 1804-1805. One of the things that really appealed to me about the theme and setting is that there were a ton of hardships the expedition had to face, including horrible weather, disease, hostile Native Americans, and just flat-out getting lost.

I wanted to really leverage the Native Americans in particular as I thought their contributions to the story were pretty significant and interesting. At some times, the Natives greatly assisted the explorers. In fact, without them the explorers may have failed or perished.

However, in other cases, the Natives were hostile or supposedly stole from the expedition. This is great variety and frankly, I don't necessarily blame the natives for being hostile. After all, the Americans and Europeans didn't exactly greet them in friendship.

It's a tricky balance and it can be a very touchy subject. It's very tempting to use words like "savages" and acts like "scalping," but I don't think that improves the game, it doesn't match the theme or history, and it'll probably offend someone.

I've tried to stick to the history I've found on Wikipedia and other sites and go from there. My cards won't always be 100% factual, but they'll be within the ballpark. For example, in one event you can negotiate with Sacajawea's husband to bring her on as a translator. In another case the Blackfeet steals things from you. You attempt to trade with the Otas and the Omahas may give you fair warning of an impending attack.

There is history to mostly back this up and as a result I think I've created something that's entertaining, fairly presents the various entities involved in the history, and most importantly, leads to a fun game.

Plus, I've bolstered the mostly factual with the completely absurd with entities like the Missouri River Piranha and other less factual creations.