Showing posts with label witch trial. Show all posts
Showing posts with label witch trial. Show all posts
February 9, 2012
And a two and a three (Poor Abby)
I've been hustling (and taking advantage of my hour long shuttle ride every day) to test and update Poor Abby Farnsworth. I was able to work in a second and third playtest this week. These tests incorporated the feedback from the first test.
Before I discuss the tests and the changes, you can read the updated rules for Poor Abby Farnsworth here. Feedback is appreciated!
“Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away” – Antoine de Saint-Exupery
This quote has been a guiding phrase for Poor Abby's development. I find that every playtest I streamline or remove a feature and it is improving the game every time. I noted offhand this morning that if my rules are longer after I incorporate my feedback I did it incorrectly, but it's somewhat accurate.
After the third test, I feel we have some fairly refined core mechanics. Not refined as in "I'm shipping this soon," but refined as in I think we'll be digging more into the content (cards, balance, strategy, tuning) which will inform the decisions I make on the game's structure.
I feel the fundamental focus of the design are shining through: a new way of doing things (not revolutionary, but evolutionary). A faster deckbuilding game. More player interaction. More traditional board game entities to wrestle over. I'm excited and I hope I can push the game further from its contemporaries (Ascension, Dominion, Alien Frontiers) and more towards its own beast that players are excited by.
February 5, 2012
Poor Abby Testworth: Results of the first Test
I took the opportunity to test Poor Abby Farnsworth this past week. We didn't play a full game due to time and some issues with the game, but the test went remarkably well and I've finished implementing the changes that came about as a result of the test.
Below I'm going to detail the results of the test as well as the changes you'll see in the game. The foundation to the game didn't receive any drastic changes, though one significant support feature was removed and I tweaked an existing feature in a pretty significant fashion. However, most of the changes were polish and tuning fixes.
Here are the updated rules for Poor Abby Farnsworth. As always, your feedback is very much appreciated. I'm fairly pleased the rules are a tinge shorter now, even though the game is deeper.
December 29, 2011
Try Me! An Update on my Witch Trial Themed DBG
| Last night's design/prototype efforts, brought to you by Crayola. |
Initially, Try Me! was a deckbuilding game based on a witch trial in colonial Salem. It's a two player game with the players comprising the roles of the defense attorney and the prosecuting attorney. I love the deckbuilding game mechanic and the theme has been a huge hit with everyone who hears it, so the two seemed like a natural pairing. Plus, I've wanted to design a more focused two player experience.
November 3, 2011
The Trial Will Re-Adjourn
I'm trying to make consistent progress on Witch Trial. I've made a few decisions since my last post.
If you're just now joining us, I'm doing this for National Game Design Month. My first post (brainstorm) is here. My second post is here.
Decision the First
The game will come with a deck of ten cards called the Townspeople deck. This will be an assortment of men and women, interesting characters like the constable, the merchant, the fisherman, the baker, and more.
What will be interesting is that each one will have a certain quirk that creates a gameplay element. It'll need to be simple enough, as there will be many, but imagine something like the benefit on a card in Dominion, but you must "control" the person to use it. OR, it'll affect the cards you play.
At the start of the game, you'll randomly deal cards from the Townspeople deck to determine the jurors (currently I'm thinking there will be six jurors) and the Judge (one). The last three will comprise the witnesses, who may or may not be called to the stand to testify.
My goal is that, like Dominion, each game is different. Like Dominion, you cannot use the same strategy every time. And finally, like Dominion, you can learn new combos and experiment.
I'm worried that this will be very difficult to balance. I'm also worried that so much information will be difficult to parse for new players. But, if I follow the standards set by Dominion and Eminent Domain (not hard, right?) it can be done.
Decision the Second, Son of Decision the First
I've decided the Witch will not affect gameplay. She'll always be the same, misunderstood character. She'll be a comically tragic figure who is ultimately always innocent (weren't they all?). I don't think I can have a varying jury/judge/witnesses each game AND a different Witch. It's too much and something has to give.
So, the witch will never actually be a witch. But, if the prosecution plays their cards right, she'll sure as Salem be guilty!
The two lawyers (i.e. players) won't be unique, either. Players will essentially create characters and strategies based on their personal play style and the conditions on the board (Jury, Judge, Witnesses).
Decision the Third, estranged spouse of Decision the Second
The game will be broken into three phases: Opening Arguments, the Procession of Evidence, and Closing Arguments. I really enjoy phases for a few reasons.
Firstly, they help focus a player's decisions, while keeping a certain richness. What do you need to do in order to best maximize your efforts in the current phase AND help you win the overall game? You may have a great initial phase, but you could peter out.
Secondly, I think the broad possibilities of many deckbuilding games can be overwhelming for some. I don't mind simplifying this genre if new players try it out.
Thirdly, it gives a distinct ending to the game. This has been a sticking point for me since my very first unsuccessful game. I like it when there's a clear ending that everyone understands and can work against.
Finally, I really enjoyed the phases in 7 Wonders. I have no clue how I'm going to do it quite yet for Witch Trial but I think that it's a good element to borrow and evolve.
Decision the Fourth, this joke isn't funny
Players earn points by using their cards (i.e. legal maneuvers, evidence) to manipulate the various entities. This will also, in some cases, be how you earn cards. So, play a set of cards to manipulate the judge and acquire a powerful card from him. Use a set of cards to influence several members of the jury, then cash them in to rake in several points.
The game will be point based. Player with the most points at the end wins the case. The poor, poor witch.
Finally, there will be a card or a concept known as "Objection!" I don't know how it will work, but by god it will be in the game.
If you're just now joining us, I'm doing this for National Game Design Month. My first post (brainstorm) is here. My second post is here.
Decision the First
The game will come with a deck of ten cards called the Townspeople deck. This will be an assortment of men and women, interesting characters like the constable, the merchant, the fisherman, the baker, and more.
What will be interesting is that each one will have a certain quirk that creates a gameplay element. It'll need to be simple enough, as there will be many, but imagine something like the benefit on a card in Dominion, but you must "control" the person to use it. OR, it'll affect the cards you play.
At the start of the game, you'll randomly deal cards from the Townspeople deck to determine the jurors (currently I'm thinking there will be six jurors) and the Judge (one). The last three will comprise the witnesses, who may or may not be called to the stand to testify.
My goal is that, like Dominion, each game is different. Like Dominion, you cannot use the same strategy every time. And finally, like Dominion, you can learn new combos and experiment.
I'm worried that this will be very difficult to balance. I'm also worried that so much information will be difficult to parse for new players. But, if I follow the standards set by Dominion and Eminent Domain (not hard, right?) it can be done.
Decision the Second, Son of Decision the First
I've decided the Witch will not affect gameplay. She'll always be the same, misunderstood character. She'll be a comically tragic figure who is ultimately always innocent (weren't they all?). I don't think I can have a varying jury/judge/witnesses each game AND a different Witch. It's too much and something has to give.
So, the witch will never actually be a witch. But, if the prosecution plays their cards right, she'll sure as Salem be guilty!
The two lawyers (i.e. players) won't be unique, either. Players will essentially create characters and strategies based on their personal play style and the conditions on the board (Jury, Judge, Witnesses).
Decision the Third, estranged spouse of Decision the Second
The game will be broken into three phases: Opening Arguments, the Procession of Evidence, and Closing Arguments. I really enjoy phases for a few reasons.
Firstly, they help focus a player's decisions, while keeping a certain richness. What do you need to do in order to best maximize your efforts in the current phase AND help you win the overall game? You may have a great initial phase, but you could peter out.
Secondly, I think the broad possibilities of many deckbuilding games can be overwhelming for some. I don't mind simplifying this genre if new players try it out.
Thirdly, it gives a distinct ending to the game. This has been a sticking point for me since my very first unsuccessful game. I like it when there's a clear ending that everyone understands and can work against.
Finally, I really enjoyed the phases in 7 Wonders. I have no clue how I'm going to do it quite yet for Witch Trial but I think that it's a good element to borrow and evolve.
Decision the Fourth, this joke isn't funny
Players earn points by using their cards (i.e. legal maneuvers, evidence) to manipulate the various entities. This will also, in some cases, be how you earn cards. So, play a set of cards to manipulate the judge and acquire a powerful card from him. Use a set of cards to influence several members of the jury, then cash them in to rake in several points.
The game will be point based. Player with the most points at the end wins the case. The poor, poor witch.
Finally, there will be a card or a concept known as "Objection!" I don't know how it will work, but by god it will be in the game.
November 2, 2011
Opening Arguments: Designing the Witch Trial
I've decided to steam ahead full on my design of Witch Trial, the sudden urgency being that this is National Game Design Month and I desire so much to be cool and hip. And what better way than to design a board game in a month!
I wrote about Witch Trial previously, but to save you time here's a quick summary. Initially, I wanted to create a detective game. I love Law and Order: SVU and CSI: Miami. They are just fun. But, I didn't want to make a game based in modern times. I feel it's not exciting or different enough. I love history, so I began thinking about mystery-like novels such asUmberto Eco's The Name of the Rose. From this, a friend suggested the witch scene from Monty Python's The Holy Grail. From there, I took the concept of a witch trial, picked colonial Salem, Massachusetts as a setting, and decided the game would be about the trial itself, not the discovery or the escape, but the trial.
I have been trained at work to design very quickly due to deadlines. However, designing board games are my hobby, so I take my time. Really, I work in two phases: concept and design.
My goals for the concept phase are to pick a theme, a few core mechanics, number of players, time to play the game, and general flow and feel of the game. Basically, my concept phase is when I put a line in the sand for high level and philosophical concepts that will guide the rest of the game. This phase takes me days, weeks, sometimes months. I often do it passively, and by that I mean my best ideas come to me when I'm walking my dog and I stop to write them on my iPhone. Or when I'm in the shower. Or when I'm running. I don't set a deadline on this phase and I don't force it.
Subscribe to:
Posts (Atom)


