Skip to Content
 

Heroes and their resources, but what next?

7 replies [Last post]
Willem Verheij
Willem Verheij's picture
Offline
Joined: 06/08/2016

This week a new idea for a boardgame started to surface for me, but I am still trying to figure out what the best approach might be.

The main idea is that each player controlls a hero, and each hero has their own set of servants, abilities and equipment available so they play differently. You get everything from the start, but putting it to good use would be where the strategic part is.

The wizard for example has an apprentice and a familiar as his servants.
All three characters can be given tasks across the board. The familiar can only do the most basic things so its not that hard to judge correctly what he can handle. But some tasks the apprentice can handle, the wizard would be wasted on. But the apprentice might also fail when the task turns out to be more difficult than expected.

The knight on the other hand would have a squire and a number of guards at his command. He can place more characters on the board, but he has no spells. He gets some other abilities, but less of them to balance it out.

Generally it would be that the hero themselves would have the full skillset of their class, and their allies would be able to perform a portion of those tasks.

Aside from abilities I am still thinking about giving each hero a set of items to use. They would all have at least one servant that has inventory slots available. The squire would for example, but the guards wouldnt.
This wouldnt be for basic stuff as armor or weapons since its assumed they wear that anyways.
But the knight for example would have a horse. The horse gives a movement bonus on the map, if you plan to keep the knight in the city, he can give the squire the horse.
Inventory slots would be limited for both the knight and the squire, and all items would be kept at their starting location. Each hero has their own starting location.

This also allows for theft of items if they are left unguarded.

For the setting I am leaning towards these heroes serving a king, and that the map would be the castle with city around it, three small villages and some areas around and in between there like forests, swamps, mines, docks, etc. Pretty much just representing this entire kingdom.

I am thinking that it could allow for coöperative gameplay with a possible traitor mechanic, but could also be competitive.

The goal of the game is still something I havent come up with though!
I'm thinking that there should be some stacks of cards for small events across the board, minor goals that are always available in addition to a larger goal.
And there could be several large goals available.

Quelling a possible rebellion could be one of them. Stuff would need to be done across the board to gather goodwill and show the king is not that bad, as well as hostile forces would need to be fought.

Another possible scenario would be an undead uprising. It would involve more fighting than the rebellion scenario, but would also include creating a way to stop the dead from rising.

Typically each scenario would involve multible tasks and players can decide amongst themselves who takes care of what, and a traitor could wreck some serious havoc and could create mistrust.
Like with other games, cards kept upside down could be used to determine who is the traitor before the game starts, but the chance should remain that there's no traitor at all.

Some sort of progress track of the enemy force would be needed I think, to give an indication when the game is lost.

For the competitive game, I imagine that there should actually be different scenarios offered to fit with it.
Like proving their worth to the king for a special position.

As for death in the game, I think that all servants could be killeable, but not the main hero themselves, they'd be knocked out instead.

I havent thought yet about combat systems, movement systems and stuff like that, I like to get it sorted out first what the players need to do, first the actions and then how those actions should be handled.

Soulfinger
Soulfinger's picture
Offline
Joined: 01/06/2015
I recommend reading the book,

I recommend reading the book, "Titus Groan" by Mervyn Peake, or at least watching the BBC movie of it, "Gormenghast." I find it inspiring in terms of household servant dynamics in a gloomy fictional setting rather than the typical Victorian sort. I would also suggest Don Quixote as inspiration. For example, your wizard and knight bumble about obliviously, while the servants do all of the real work, and perhaps the goal of the game is just for the hired help to keep their respective employers alive in and good repute.

Squinshee
Squinshee's picture
Offline
Joined: 10/17/2012
Nouns 'n Verbs

Creating frameworks for games is a lot of fun. However, all you have here is a bunch of nouns without verbs. Think about what you want your players to do, to think about, and build around that. One strongly crafted verb can carry a game. Nouns are helpful after you have a verb, but without one, all you have is a bunch of stuff. I guarantee once you figure out what you want your players to do, most of these ideas will be hacked away if they don't support your verb.

The problem here is that you have a bunch of ideas that are thematic and flavorful, but without any context as to why these are in the game (other than you liking them) there's no basis for their inclusion. Rules are based on needs, and right now, your game needs a purpose, a reason to be played - the verb that players are excited to engage in each turn. As of now, you're asking what kind of game would fit into this framework, which is kind of arbitrary and based on "wouldn't this be cool?" ideas.

Over_Thinker
Offline
Joined: 04/29/2016
I always enjoy thinking

I always enjoy thinking though themes of games, but I am with Squishee. The goal needs to drive your game. In your case, I could see you easily coming up with a goal, but I think you need to narrow your focus. Do you want it to be competitive or cooperative?

I think it might be fun for you characters to compete to see which class is the best. They could do this by a series of quests/events. Whoever wins the most events receives the honor of being the best. It's a pretty classic storyline that you could make your own with these characters.

This would allow you to create mechanics that adversely affect all players while players are also competing against each other. It would also allow for strategy since one event might be better suited for a certain class, so it might not be worth wasting resources on this event and instead saving them for another event. Or you could try to sabotage the person in the lead even if you know you can't win the event.

Just some thoughts I have, but I definitely think you need to come up with your goal and then build your game around that. Good luck!

Willem Verheij
Willem Verheij's picture
Offline
Joined: 06/08/2016
Agreed.

I agree yes, I do need to work on the goal. I suppose I mainly am thinking out loud in this topic and comments are always welcome.

It might also help for myself if I draw the map on my computer, with all the locations.
For movements I think I wont go with dice, but instead allowing a player to only move to the adjacent region by default. Each region would have locations to visit and stuff to do though.
Like, you could move from the city to the forest area, which could be in between the city and one of the villages. And a character on a horse could move to the village in one turn instead of two.

So there'd be a movement phase, and then an action phase to interact with the board, that could be followed by "the board" having its turn.

I gues I might be a bit inspired by Flying Frog's usual game mechanics, but instead of working to build out your character, you start with them having their allies, items and some abilities.

The goal is definatly something I need to work on, but once I have the map drawn out it might help give me fresh ideas and notice new possibilities I havent considered yet.

Squinshee
Squinshee's picture
Offline
Joined: 10/17/2012
Imagine hiring a contractor

Imagine hiring a contractor to build a house, except you haven't purchased land. You want a pool, a garden, a massive kitchen, a playground for your kids, but without knowing where you're building and how much space you have, how can the contractor do his job?

He can't.

This is what you're doing. The objective you want your players to engage in hasn't been defined. Figure out what you want your players to do. Moving around a board is all fine and good, but without a purpose, they're simply rules without purpose. You'll end up with a pretty board full of detail with nothing to do on it.

This process may help you decide what kinds of actions and mechanics you want your players to think about, but you'll also have a bunch of systems that serve no purpose and potentially a lot of wasted time.

Take the time to design what kind of experience, emotions, and choices you want players to engage in, then implement rules based on needs to fulfill those conditions. You'll save yourself a lot of heartache.

gxnpt
Offline
Joined: 12/22/2015
furious fancies

I refer to your current stage as the furious fancies stage - a bunch of stuff that you are now ready to determine a purpose for and scrap what will not fit properly.

At this stage, I would work on whatever ideas seem clearest - the map sounds like such a thing - and let the rest percolate while you do that.

Willem Verheij
Willem Verheij's picture
Offline
Joined: 06/08/2016
I hear you.

True, and I have not established much yet of systems or anything. Just vague ideas.

I cant make a list of characters their equipment and abilities before I know what the goal after all.

So far I pretty much have made the short list of nine heroes in service of the king, and my first considerations for their servants. Both might still change based on the goal of the game once I have that locked down.

For now the king can call on:
-His most trustworthy knight.
-The old and wise court wizard.
-His spymaster who has eyes everywhere.
-A devout palladin from the city temple.
-The brilliant alchemist who lives in the city.
-The elven druidess who councils him on matters of nature.
-The dwarven taskmaster who leads the local dwarf workers.
-A bold adventurer for hire.
-A devious assasin for hire.

I think it pretty much covers the favorites and each has a different area of expertise. But its not set in stone yet, I might remove some or replace some based on what the goal of the game turns out to be.

I think I will stay focused on a coöperative experience first. If I can get that right, I can always look at traitor mechanics and competitive options after that.

Flying Frog games seem to have both coöperative and competitive options which I personly quite like. Their rulebook is a little messy though, so in that area I am hoping to keep a better oversight and make things more clear.

But generally I'd say that my game could best be compared to Flying Frog games, and A Touch of Evil in particular. That's the kind of direction I plan to go in.

I'll try and look for similar games by other developers to get some more ideas, recommendations are welcome.

Syndicate content


forum | by Dr. Radut