Progress!
Okay, not all that much progress, but some progress, still.
Like I said in a previous post, I'm working on a project for National Game Design Month...a little miniatures wargame that I'm calling, "TAKE THEM TO THE ARENA!" My fist step was to pull together some old notes and try to form one consistent, comprehensive product out of them. I found that while I was compiling everything, there was very little coherency through my rules and ideas for play style. Once I really pinned those elements down, my ideas would just ramble, and eventually dissipate into smoke.
Here's what I came up with: I want a small, simple game that could be played with few additional materials. I want to keep the simplistic aesthetic of the old Ziploc-packaged wargames, or even little-black-box games of the old Steve Jackson Games days. I want rules that have little complication or cross-referencing (two pages would be ideal). I want a game that can be picked up and played at the drop of a hat, something that can take a little bit of time, that can be carried in a pocket. I want it to reflect what I love about playing games, particularly those styles of games.
So everything I write has to comply with the above paragraph. Last night, I wrote out an outline for sequence of play. Its two pages in a Moleskine notebook. Now that I look at it, I may have to amend how many pages I'm willing to take make the rules. Charts will be necessary, but I'm thinking of just adding them to the character dossiers (I would like to make as many things immediately reference-able that I can).
There will now be a short Q&A, where I invite my imagination, subconscious and sense of insecurity to ask whatever they like.
Q: How will your game be distributed?
A: I'm thinking PDF, and then I'll package some in plastic bags. Seriously, I wasn't kidding about Ziploc.
Q: How much are you going to charge?
A: I was always told, "If you're good at something, don't do it for free." So I'm probably giving it away without cost.
Q: What are you doing for artwork?
A: ASCII? Pencil drawings? I have no idea. I'm going to need that. If i have to charge an illustrator, then I may have to actually make a marketable product, so I'm still thinking...
Q: Have a schedule?
A: Yes. I'm hoping to have a playtest available in the next week. Then I'm going to play the hell out of it and tweak it.
More later...maybe even pictures from my notebook.
Showing posts with label boardgames. Show all posts
Showing posts with label boardgames. Show all posts
Wednesday, November 7, 2012
Sunday, January 18, 2009
New Year, new games
I've never been a big fan of boardgames. I never really enjoyed that they just existed in one particular point-in-time. There was no backstory, and the game itself just seemed too much like like a futile distraction of dice-rolling, space-occupying, and time-killing. I'd based this opinion of games from my childhood...the types of things we've all played over and over (Monopoly and the like). I enjoyed tactical wargames much more, because they existed in some kind of world (like either the real-world of WW II, like my old Avalon Hill wargames, or fictional settings like Car Wars or Battletech). Those never felt like boargames. My friends and I were playing scenarios that could have been part of a larger experience. Our experiences could connect to something bigger, and it made us feel like what we did mattered a little more.
Recently, though, I've been spending more of my afternoons at Natural 20 in Westmont (my favorite game store...go there and check it out). I've been swept into a few different games that have gotten me to appreciate boardgames a little differently. There are better reviewers out there who can give better descriptions of how these games are supposed to be played, =but I want to give my personal opinions about a few of them.
Battlestar Galactica. If you haven't played this yet, get to a game store on their boardgame night and try it out. Players work to get humanity's fleet to Earth, but Cylon's hidden in the players' ranks try to sabotage the effort. Times I've played, most people spend alot of time yelling, "You're a fracking toaster!" at each other. Great fun.
Neuroshima Hex: A tactical game from Poland. I enjoy it, but am horrible at playing it. Last night, the owner of Natural 20 told me that he spent three days yelling about how horrible I play. His words: "Its a great game, unless Goodman's playing. Then you get angry."
A couple of recent acquisitions: Call of Cthulhu: The Card Game, and Red November (the game of a sinking gnomish submarine). I would absolutely love to play either of these much more. Also got Munchkin Quest as a Christmas present from my Don. I'm still waiting for a chance to break that open.
Roleplaying games: I'm surprised at how much I like all of the stuff coming out for Star Wars Saga Edition. The core rulebook was nothign special, but every suppliment that's come out has been spectacular. My favorites recently have been Scum & Villany (playing scoundrels, smugglers, and the like), The Force Unleashed companion book (which includes a great deal of information on how to run a Dark Times game, set between episodes 3 and 4), and Starships of the Galaxy (which include further information on playing pilots and more starship combat rules). More setting books are coming out soon (The Clone Wars, this Tuesday, and the rebellion Era, a few months from now). I'm eagerly anticipating both.
I've been collecting and reading material for the Dark Heresy RPG (the Warhammer 40K RPG). I enjoy it. Although I have no idea where or when I'll get the chance to use the material, I eagerly await whenever the next set of books will come out. There's a great deal of setting information in them, and I enjoy what I read more and more. Its inspiring me more and more to work on my Space Marine army, too.
Recently, though, I've been spending more of my afternoons at Natural 20 in Westmont (my favorite game store...go there and check it out). I've been swept into a few different games that have gotten me to appreciate boardgames a little differently. There are better reviewers out there who can give better descriptions of how these games are supposed to be played, =but I want to give my personal opinions about a few of them.
Battlestar Galactica. If you haven't played this yet, get to a game store on their boardgame night and try it out. Players work to get humanity's fleet to Earth, but Cylon's hidden in the players' ranks try to sabotage the effort. Times I've played, most people spend alot of time yelling, "You're a fracking toaster!" at each other. Great fun.
Neuroshima Hex: A tactical game from Poland. I enjoy it, but am horrible at playing it. Last night, the owner of Natural 20 told me that he spent three days yelling about how horrible I play. His words: "Its a great game, unless Goodman's playing. Then you get angry."
A couple of recent acquisitions: Call of Cthulhu: The Card Game, and Red November (the game of a sinking gnomish submarine). I would absolutely love to play either of these much more. Also got Munchkin Quest as a Christmas present from my Don. I'm still waiting for a chance to break that open.
Roleplaying games: I'm surprised at how much I like all of the stuff coming out for Star Wars Saga Edition. The core rulebook was nothign special, but every suppliment that's come out has been spectacular. My favorites recently have been Scum & Villany (playing scoundrels, smugglers, and the like), The Force Unleashed companion book (which includes a great deal of information on how to run a Dark Times game, set between episodes 3 and 4), and Starships of the Galaxy (which include further information on playing pilots and more starship combat rules). More setting books are coming out soon (The Clone Wars, this Tuesday, and the rebellion Era, a few months from now). I'm eagerly anticipating both.
I've been collecting and reading material for the Dark Heresy RPG (the Warhammer 40K RPG). I enjoy it. Although I have no idea where or when I'll get the chance to use the material, I eagerly await whenever the next set of books will come out. There's a great deal of setting information in them, and I enjoy what I read more and more. Its inspiring me more and more to work on my Space Marine army, too.
Monday, May 5, 2008
Weekend gaming recap, and some upcoming plans
Big gaming-filled weekend, so lets fill folks in on the highlights:
Friday:
Game: Dr. Who
System: D20 Modern
Have I mentioned how surprised I am that we've gotten D20 Modern to work for this game? The individual classes mean precious little to the players. The special abilities of some advanced classes do a nice job of giving the players the tools to do some high sci-fi wierdness (one PC built his own "K-9," while another jury-rigs high-technology with great results). I'm most impressed by how well the group works together, and how they interact with the setting.
I've thrown away some of the "modern" Dr. Who continuity, and focus on the settings and the characters. Every session is a mystery, with the players interacting as much with the setting as they do the NPC's. So far, they've visited a starship in the ultimately-distant future, a World War I battlefield, a U.N.I.T base in Montana, and a Dyson Sphere called, "New Skaro." They've encountered Cybermen, evil renegade Time-Lords, Daleks (the old William Hartnell-era Daleks that could only move on metal floors), and others. They totally immerse themselves with the setting, and bring alot to the table. Fast becoming one of my favorite experiences.
By the way, I've found a way to make the game progress nicely, and still make it "temporary" enough to give me the opportunity to run another game in the future: I don't award experience points. Every session or two (just about the end of every story, and each story really runs only a session or two), I tell them to just go up a level. Makes a good game.
Oh, and I told you I picked up Traveller, right?
Saturday: I spent most of the afternoon at Natural 20, one of my local gaming stores. I tried out games I've never gotten to try:
Wings of War: World War I bi-plane combat. Very fun, with a nice amoutn of strategy. reminded me a little of Robo Rally, to tell the truth. I'd be interested in playing again.
Formula De: Formula One racing. Absolutely a blast! Most fun time of the night. There's a nice amount of complexity which makes moving little plastic cars around a track engrossing. Stragtegy involves knowing when to shift gears up or down, to maintain a safe but winning speed. Problems or poor strategy can result in blown tires, busted engines, or blown brakes. Loved it, will definately play again. My only complaint is that it really seems like a game you need at least 4 players to do it justice.
Settlers of Cataan: Hated it the first time I played (a year or two ago), but enjoyed it much more this time. Not much more to say about it...time was really just a blur at that point.
Bought some Bretonnain Knights (and will start painting them this week, I think).
Sunday: My D&D game in Grayhawk: Wow.
One combat, and alot of role-playing. The combat: an infernal beholder.
The really big thing about that game is that its coming to an end. Its been going on for about a year and a half, and has been in "endgame" for the last couple of months. The PC's have gathered enough intelligence about the evil protagonist and his minions, and are ready to take him on. They are just one teleport spell away from their final conflict. They did a good amount of planning Sunday, and will make the Big Jump next session (in two weeks).
Oh, I have to show some shots from the game (especially since I got to use some of my Master Maze kits from Dwarven Forge):
The party makes their way to the door (note, the druid has performed his standard "turn into a bear when wandering around a dungeon" protocol):

You know, in most D&D games I've played in, the fighter is the one to open the door...not the druid. Then again, when you have a druid who is more comfortable walking around as a bear...
I have some mixed feelings about ending a campaign. I've really enjoyed writing for this game, and the players and I have invested alot of time and energy into it. But all stories have to end. Now, they've all gained a good amount of followers and cohorts, so there's always the option of coming back later to this campaign world (providing it survives the next session) with fresh, level 1 characters. I'd like to do that in the future. Right now, though, I'm a little burnt out with D&D, and am excited about what the group would like to do next.
The group and I talked, and it seems like they'd like to do a Star Wars campaign, set just at the beginning of the Galactic Civil War. They'll play as a small squadron of starfighter jocks (and their support) just starting their campaign against the Empire. I'll have more campaign notes about that later.
Tomorrow (or Wednesday): my review of the Traveller character creation system. Good stuff!
Friday:
Game: Dr. Who
System: D20 Modern
Have I mentioned how surprised I am that we've gotten D20 Modern to work for this game? The individual classes mean precious little to the players. The special abilities of some advanced classes do a nice job of giving the players the tools to do some high sci-fi wierdness (one PC built his own "K-9," while another jury-rigs high-technology with great results). I'm most impressed by how well the group works together, and how they interact with the setting.
I've thrown away some of the "modern" Dr. Who continuity, and focus on the settings and the characters. Every session is a mystery, with the players interacting as much with the setting as they do the NPC's. So far, they've visited a starship in the ultimately-distant future, a World War I battlefield, a U.N.I.T base in Montana, and a Dyson Sphere called, "New Skaro." They've encountered Cybermen, evil renegade Time-Lords, Daleks (the old William Hartnell-era Daleks that could only move on metal floors), and others. They totally immerse themselves with the setting, and bring alot to the table. Fast becoming one of my favorite experiences.
By the way, I've found a way to make the game progress nicely, and still make it "temporary" enough to give me the opportunity to run another game in the future: I don't award experience points. Every session or two (just about the end of every story, and each story really runs only a session or two), I tell them to just go up a level. Makes a good game.
Oh, and I told you I picked up Traveller, right?
Saturday: I spent most of the afternoon at Natural 20, one of my local gaming stores. I tried out games I've never gotten to try:
Wings of War: World War I bi-plane combat. Very fun, with a nice amoutn of strategy. reminded me a little of Robo Rally, to tell the truth. I'd be interested in playing again.
Formula De: Formula One racing. Absolutely a blast! Most fun time of the night. There's a nice amount of complexity which makes moving little plastic cars around a track engrossing. Stragtegy involves knowing when to shift gears up or down, to maintain a safe but winning speed. Problems or poor strategy can result in blown tires, busted engines, or blown brakes. Loved it, will definately play again. My only complaint is that it really seems like a game you need at least 4 players to do it justice.
Settlers of Cataan: Hated it the first time I played (a year or two ago), but enjoyed it much more this time. Not much more to say about it...time was really just a blur at that point.
Bought some Bretonnain Knights (and will start painting them this week, I think).
Sunday: My D&D game in Grayhawk: Wow.
One combat, and alot of role-playing. The combat: an infernal beholder.
The really big thing about that game is that its coming to an end. Its been going on for about a year and a half, and has been in "endgame" for the last couple of months. The PC's have gathered enough intelligence about the evil protagonist and his minions, and are ready to take him on. They are just one teleport spell away from their final conflict. They did a good amount of planning Sunday, and will make the Big Jump next session (in two weeks).
Oh, I have to show some shots from the game (especially since I got to use some of my Master Maze kits from Dwarven Forge):
The party makes their way to the door (note, the druid has performed his standard "turn into a bear when wandering around a dungeon" protocol):
I have some mixed feelings about ending a campaign. I've really enjoyed writing for this game, and the players and I have invested alot of time and energy into it. But all stories have to end. Now, they've all gained a good amount of followers and cohorts, so there's always the option of coming back later to this campaign world (providing it survives the next session) with fresh, level 1 characters. I'd like to do that in the future. Right now, though, I'm a little burnt out with D&D, and am excited about what the group would like to do next.
The group and I talked, and it seems like they'd like to do a Star Wars campaign, set just at the beginning of the Galactic Civil War. They'll play as a small squadron of starfighter jocks (and their support) just starting their campaign against the Empire. I'll have more campaign notes about that later.
Tomorrow (or Wednesday): my review of the Traveller character creation system. Good stuff!
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