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Greenfield Game - Brainstorm

- How to balance perks?
- Working in business pressure: number of turns to finish? Depleting cash pool for each turn?
- What is the best way to track cash? Play money?
- What is the best die to use? (d10 for easier calculation? d6 because is common?)
- How many perks should each player have? Should it be always one active and one passive? Can someone have 2 active perks and someone have 2 passive perks?
- How to code events? Color coding? Symbols?
- How to prototype for initial test play?
- How to document test plays?
- How can I add variety to the game?

Comments

Play Test

You must try to playtest in order to answer many of your questions. I will try in order.

- How to balance perks?
Play test. The other option is statistical analysis in the early stages. If you can define payout for elements in the game and compare it to how often payouts are given it can give you an idea. In the end you need to playtest.

- Working in business pressure: number of turns to finish? Depleting cash pool for each turn?

What ultimately happens to real factories is that as they produce more of whatever constantly raising supply. Demand for products decrease as it stops being new. Eventually (unless producing perishables) the factory cannot make money.

- What is the best way to track cash? Play money?

Metal coins are almost universally preferred, but they are also the most expensive.

- What is the best die to use? (d10 for easier calculation? d6 because is common?)

d10, take the easier gameplay over the availability of the dice.

- How many perks should each player have? Should it be always one active and one passive? Can someone have 2 active perks and someone have 2 passive perks?

Only play testing will tell. You have to ask yourself will this extra decision make the game more interesting or less.

- How to code events? Color coding? Symbols?

People are color blind. Text can be scary. I recommend a little of everything.

- How to prototype for initial test play?

However you can. Keep it as close to final components as practical to do.

- How to document test plays?

Depends on the depth you are looking for. A short response from testers should be fine for most players. If you want the most depth film the session and interview the players every couple of turns.

- How can I add variety to the game?

Random Events.

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