Brief .2-.6 Nephilim

Here we see the board and two sample cards to its immediate right.

This is the beginning of a Game development journal by Erin Truitt. All rights to protected materials are reserved.

Nephilim
Nephilim is an Economy/Warfare board game that has roots in Miniature conflict games as well as RPG's. The design of the game is to breach the gap between board games and the rest of the adventuring world. The concept of Nephilim is the expansion and control of vast tracks of space, in the hopes of building an empire, all of which is tracked through your “character” a Nephilim class Mothership.

General overview: The base game set will come with enough gear for 4 players, it can be expanded indefinitely (with more core sets) allowing any number of players to be accommodated. The game revolves around a character sheet which represents a Nephilim class Mothership. Each player will be able to design his/her own Mothership and fleet, all of which is recorded on this primary character sheet.

The game board itself is a modular multi-part hex map. This map type allows for a random map to be generated each game with an emphasis on simplicity. Players will vie for control of planets within a single system, attempting to harvest these planets for resources in order to manufacture more ships etc.

This offers players the chance to play through multiple games and advance their Mothership and fleet through economic and military success.

BRIEF 0.6
This journal has been updated to reflect patches and changes to Brief .6. In the gams current incarnation a variety of important changes have come to pass.

First and foremost the game has settled in to its once tentative title of Nephilim. Its exciteing to hear others call the game by name; it really makes me feel like the game has a weight to it.

The Star map system has gone through a number of changes but finally settled on 8 Square boards surrounding the central star. Though not as nifty (in my opinion) as my original hexagonal design it seems more stable when players move pieces and also allows a bit more “open space” for players to romp in.

The economic model as well as the military model is nearly complete. I feel the “Lance” class weapons may need some changes since it seems to be the most common choice of armament for fighters. The current changes to “Cannon” class weapons has given the Lance a run for its money in the last palytest, I certainly hope this continues to be true in the April playtests.

The economic model has also seen a number of changes, none so large as the military, but it has swayed and bent as well. Currently the 40 card deck seems perfected, thought this is never the case for long.

In its capacity as the tracking and leveling tool the Mothership excels. The Sovereignty system as well as the Marauding experience system is now in full swing and working as designed. I am still uncertain if the leveling values are as I wished them to be. Again I find the April play-test my most likely source for numbers on the kill ratios for leveling marauding. As usual the Arcology leveling system works with uncanny precision, a lucky design to be certain.

Thanks E

Comments

Brief 0.5

Most recent changes to the system have offered me a feeling of completion. I finally feel like I am no longer struggling to fix the next thing to break in the design process. Given my most recent success in play test I have moved forward with a massive blind play test in the first week of April. It looks as though I could have upwards of 5 groups of testers (4 players a day for 5 days). What an excellent turnout!!

Most recent changes made.
The combat deck meant to offer more activities in combat was retired, instead ships and the Mothership itself received the ability to purchase lots and lots of fun upgrades in the form of Modules and Upgrade Slots.

The experience systems that were running in tandem have been narrowed down until I can get a more precise count on just how many ship kills should constitute a level. Though fun and certainly a big part of the game “marauding” has been removed…as well as ranking up ship types…until I can more accurately determine experience per level. The April play test should furnish me with statistics to aid this development. On the other hand the “ Arcology” leveling system is complete and functioning perfectly.

The sovereignty system has been completed but remains untested. Due to its heavy impact on game play and its value in a long-term game such as this ( onewith character development and tacking) the sovereignty system will NOT be implemented until May or later. Thiers really no need to mess with it until the Marauder leveling system is done anyway (IMHO).
Thanks E

Brief 0.3

Moving forward with additional updates and changes to the game I have actually stumbled apon a game changer. I would certainly like to be the first to admit i was basically done with the design. However, given the insight and commentary of a play tester I have returned to basics on a portion of the military aspect of game play.

During game play, several games in succession, my play testers informed me of a certain stale taste in combat. I personally felt confident in what I had offered as far as military conflict. According to the play testers, this was not the case....combat had a perfectly acceptable amount of customization, replay, and tactic. What it lacks, is events.

As a bonus I actually had a system in mind during preliminary design that offered events to combat. I removed this system as I felt there was already enough going on during battle. On the down side I now have to begin work prototyping and mailing out the new method for combat events, as well as writing rules errata to implement the system.

All in all I’m always happy with progress, adding new material rather than repairing the old seems like progress to me. :)

E

Brief 0.4

Like a stream of water it changes. Well, the concept was to include a deck of cards that would allow game play to change and shift as combat moved. Although the preliminary deck was finished it still felt like a tacked on last minute element. Honestly it just didn’t have the same consistent impact the rest of the game has. So moving on from this I was forced back to the “Bat Cave” with more questions.

It would seem that once again one of the testers emails drove me into thoughts of change. Modifying a few of the card abilities I simply added them to the list of possible Mothership and regular ship upgrades. Most of the upgrades previously available had seemed a bit vanilla. Strangely enough this worked so well (adding a much needed spice) I decided to begin a full conversion and really flesh out what my ships can do.

Its amazing how one idea can morph into another isn’t it? As though they had been there the entire time, upgrades and modules were purchased with all haste. It would seem that rather than a deck of cards to dictate the interest of combat, I merely needed to flesh out what already existed.

Progress. E

Might . . .

. . . want to look into what, uh, rights a mechanic has, if you're worried enough to post about it (in a way that might make people wary about responding!)

;)

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