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Gormenghast Board Game

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hotsoup
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Joined: 08/28/2009

I'm in the middle of reading Mervyn Peake's immense fantasy work The Gormenghast Trilogy, and I'm starting to think of how I could make this a board game. Just for some background, the series is set in a colossal castle, which has been rules by the Earls of Groan for 77 generations. The castle is populated with Dickensian characters with names like Sepulchrave, Steerspike, Flay, Prunesquallor, Pentecost, Barquentine, Sourdust, and Swelter. Day to day life in the castle is ruled by an immense set of laws and rituals, the meanings of many of which are lost. The book has a plot, but it moves extremely slowly, as Mervyn Peake was focused almost entirely on mood, which is by turns grand, absurd and mysterious, but above all immersive. To give an example, the main character, Titus Groan, is born at the beginning of the first book, and by the end has aged a couple months.

So I'd like to make a game that captures the same immersiveness as the books, as well as the same tone and feel. I'm inspired by the mechanics of the Dune Board Game, which has such a great marriage of theme and mechanics. Right now I'm thinking that each player will play one of the main characters in the books, and each will have a unique goal to accomplish in order to win. Rituals and laws will play a huge role, since the do in the book. I'm thinking that every round there will be a new ritual being performed that day in the castle, and characters can gain favor points by fulfilling their role, as well as hindering their opponents. All the rituals being performed in a game will be set out in order so that players can plan ahead.

A core mechanic I'm mulling over is that each player has a number of specific tasks to do each day, drawn from cards perhaps, but other players can sneak task cards into opponents piles. So players will have to figure out which tasks were planted by opponents to further their plots, and which are legitimate. I really want players to be able to spin out elaborate, very long term plans that can entrap the other players and make them dance without them knowing it, but i want to keep the rules straight forward.

I'm also thinking of reenforcing the theme by making a complete game extremely long. So each complete play session wraps up within two hours, but for the whole game to come to a conclusion, the players have to play some 12 games or so, each one beginning where the last one left off. Hopefully this should allow for super long term deviousness, and the creation of some great stories. Each play session would represent a year at the castle, for example, and would culminate in a final ritual to perform. However, all the end of year rituals for the next 11 play sessions would be set out, and players could plan for the very long term.

Any thoughts?

The Loneliest Banana
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Joined: 09/06/2011
The game sounds like if you

The game sounds like if you can capture the feel accurately, it will be extremely long and complex, which are often flaws. I'm interested to see if you can make long length and heavy complexity actually work in the game's favor. Dividing up the game into several sessions sounds like a good idea. And the core mechanic of performing tasks set up by your opponents to lead them to victory sounds promising as well.

hotsoup
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Joined: 08/28/2009
Right, I want people to have

Right, I want people to have a satisfying experience if they only play it for a couple hours. But I want it to be set up so that if they play a "complete" game, their investment and enjoyment continually increases, because they can see a plan they set in motion weeks ago come to fruition.

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