Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

January 7, 2012

The Rules to Witchcraft plus Hyperbole

A week or so ago I wrote a post about my design progress on what was then known as Witch Trial. You can read it here. Since then, my brain has been very busy. I've answered many questions and I was able to draft a first pass set of Rules for the game. I was quite pleased with the rules immediately -- the game felt good, sound, tight, and interesting. This is a feeling I never gained from Frontier Scoundrels, but one I did have from Farmageddon. That's a good thing, to me.

I also created the character of the Witch, Abby Farnsworth, and mentioned it in a tweet. A co-worker of mine (who just so happens to be a designer) commented that I may have a name, and indeed I did. The game is now known as Poor Abby Farnsworth: A Salem Witch Trial.

Finally, I sent the rules to four peers, two of whom managed to find the time to provide me with excellent feedback. Thanks to Phil Kilcrease and AJ Porfirio for their time! I took full advantage of it.

I have not had a few hours to unplug to design the Objection and Evidence cards, though I plan to do that tonight or tomorrow. Nevertheless, I have a strong feeling that Poor Abby Farnsworth will eventually become a completed, fun game.

For those of you interested, here are the current full rules for Poor Abby Farnsworth. It is a dice and card based deckbuilding game for two players. I hope you take a chance to read them and share your thoughts. I feel like there's a solid core and a good foundation upon which to I can create fantastic content.

Enjoy!

As a final note, a month or so ago I hired a friend of mine to design a logo and website for me. I plan to migrate all of my design blog posts there and use the site as a basis for all my design efforts. Note my focus on design. I don't intend to join the ranks of independent board game publishers. I don't think I have the know-how or talent for such a thing, so I'll leave that to those more clever than I.

The logo is nearing completion and I think we have a nearly final candidate. My friend managed to design something that I think is simple, sharp, and makes me laugh.  I wanted to share it. The site will be HyperboleGames.com.


December 29, 2011

Try Me! An Update on my Witch Trial Themed DBG

Last night's design/prototype efforts, brought to you by Crayola.
I've made some interesting progress on Try Me! lately, so I wanted to put my thoughts down to see if others had insight or thoughts to guide me further. I'm referring to Witch Trial as Try Me! because Witch Trial is already taken. Obviously, the name still needs work.

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 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. 

September 28, 2011

Brainstorming the Witch


I've begun pondering my new game! Farmageddon is in a bit of a holding pattern as I wait and see if anyone wants to publish it. Frontier Scoundrels is finally, finally entering a playtest phase. I know that the game is far from complete and will probably still require an overhaul or two, but the time between playtests can be long and I hate sitting idly. This means I have the time and bandwidth to think about what I want to create next.

I've been watching a lot of Law and Order at night before bed, plus Beth and I tend to watch CSI: Miami on Sunday nights. Crime dramas are fun and I started thinking about the fun of being a detective. I love being the good guy and many of my favorite games are ones that let me feel clever. Unfortunately, the detective genre is jam packed for pretty much every form of entertainment. Every other show on television is a crime drama. LA Noire recently came out. Everyone's talking about Elder Sign. I want to do something unique, so instead of modern crime I shifted my thinking to an alternate setting.

August 28, 2011

And so, our Adventurers Set out on the Grand Expedition...

After about a month and a half of brainstorming, rule writing, content creation (and cutting), tuning, scrounging for sweet antique dice and pawns, swapping out components to lower the cost of the eventual game, writing flavor text, designing card layouts, cutting the cards, I finally have a playable prototype of my latest game.


I originally called it The Adventures of CLEB, CLEB being an acronym for the name of the characters (Clark, Lewis, Ethel, and Buford). I then briefly settled on Corps of Discovery, which was the name of the organization to which the explorers belonged. Finally, I decided upon Frontier Scoundrels, which is the name of one of my card types and a name that I feel has a bit of a punch and a ring to it.

Plus, I think Scoundrels are funny and the Frontier is such a good noun.

I'm immensely pleased with the progress so far, but now the real work begins. I've done a great deal of early tuning, balancing, and mechanic re-design. In fact, far more so than any previous game. This is my fourth board game and I'm really starting to get a knack for spotting bad ideas before I go through the effort of testing them. Sometimes, bad is just bad and you can spot imbalance from a mile away.

I'm pleased with how I've simplified the game, while at the same time creating a richer experience. A core mechanic is that the player who is the Expedition Leader (title passes each turn) can order other players to do certain things. Initially, this was very limited (3 choices), always the same, and the design had an incredibly overwhelming play phases that just weren't intuitive or elegant. After stewing over it for a week (and taking in some feedback from a colleague), I created a new small deck of cards called Command cards. There are about 6 different cards, each with a unique role that can be assigned to a player by the Expedition Leader. However, the Expedition Leader can only use a limited portion of the cards.

This does a few things:
  • I've removed one confusing choice and given the player an easier, but also broader one
  • I've dramatically cleaned up the turns and  phases of the game
  • I've added more content that's more interesting
  • Each turn will now be different, but still within a familiar range of possibilities
I'm also pretty excited by quality of the current rules; I've edited them at least 50 times. They are 10 pages total (or 5 pages front/back), but the game can be learned in the first 5 pages. The last 5 go deeper into content and provide examples for some of the mechanics. The other reason the rules went from 6 to 10 pages is that almost every concept has a visual component or diagram to help explain it. After reading Pandemic and Forbidden Island's rules, I knew that was the way it had to be for Frontier Scoundrels

I'll play a few games with myself this week to pound out the early bugs and flow issues. Then I'll bring my friends over. If all goes well, I'm hoping to send prototypes to colleagues in a few months. This will coincide perfectly with the website for Hyperbole Games going live and the Christmas holiday season. 

Let's be about it, shall we?

"Ocian in view! O! the joy!"
-Captain William Clark, upon reaching the Pacific Ocean

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.

December 30, 2010

I Have Found a Practical Application for History

I love history. When other kids were reading novels, fiction, and that sort, I was reading The Rise and Fall of the Third Reich, Theodore Rex, and fiction based on history. Typically, this is only useful in lame jokes and references that mostly only amuse me. Last night at True Grit, I alone in my group of four understood a particular line of dialog between Rooster Cogburn and La Boeuf.

Remember the scene early into their hunt where Cogburn and La Boeuf are arguing about their service during the Civil War, both give offense to the other and they decide to part ways? This one here:


La Boeuf proudly claimed to fight for the Army of Northern Virginia, which was the primary Confederate army under the leadership of Robert E. Lee. Meanwhile, Cogburn spoke about a leader that I'm sure you haven't heard of and he didn't seem to belong to the Union or Confederacy.

So who?

Cogburn was a bushwhacker in either Missouri or Kansas. Unbeknownst to a lot of people, while the battlefields of the east coast were soaked in blood at Antietam, Gettysburg, and the outskirts of Richmond, there was a whole other bloody and bitter fight between Missouri and Kansas. One a slave state, one not. The Bushwhacker conflict was dirty, a guerrilla war that didn't exist purely on a pre-ordained battlefield, but in homesteads, farms, and that meant civilians.

This makes Cogburn's past far more interesting. He wasn't just a Confederate or Union soldier fighting in a typical war. He was a passionate ruffian doing potentially unspeakable things on a distant battlefield not discussed in a lot of history books.

I took great satisfaction in describing this to my fellow movie-goers. I'm pretty sure they zoned out about 8 seconds into my explanation.