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Playing with time

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Fos
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Joined: 12/31/1969

I've been thinking of implementing a clock of sorts on a game board. The concept goes like this (and I just want to focus on the time part, so pardon the lack of detail in other areas):

A circular track of 24 spaces around the board, the current time tracked by a pawn. Players have a method of scoring points, and when they do a player specific marker is placed "at the current time." Also, players have a limited ability to control time, moving the pawn backward and forward along the time track.

When the pawn has been moved to a time "before" a player's markers, his markers are removed from the track. It's not that his points don't count... they just never happened (by the way, this is all one track, so moving back time will probably remove points of a lot of the players at once). Also, if time moves forward beyond certain points in the track (say, every six hours), previous points are locked into place, and time cannot move further backward past those "landmark" times.

Players can't have too much control over time. To address this (and to unify the mechanics a bit more) players choose how to use the values of two d6 rolls; one for moving time, one for other actions which will give a player points on the track (these two values will probably need to be taken from 3 d6, highest value dropped). Also, time moves inexorably forward one space after every turn (this could be removed after playtesting, but I fear all players will want to endlessly "reroll" so the game never ends).

Oh, and different times in the day allow different actions, but won't change player position off of the track. In other words, changing time here is like changing the terrain in a war game without moving the units.

Any comments or concerns? Or do I need to elaborate a lot more?

Trickydicky
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Joined: 12/31/1969
Playing with time

Sounds like an interesting theme. I could see how you could go lots of ways with this. I would be part of the elaborate more camp?

What are the player's goals? TO score points on teh board?

How are do players score points?

When does the game end?

Any other information seen as important.

thanks

GeminiWeb
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Joined: 07/31/2008
Playing with time

Sounds very interesting, but hard to say more without more details.

Fos
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Playing with time

Thanks for replying!

Tricky brought up an excellent point, how does the game end? The more I thought about it, more and more flaws in the system seemed to pop out. So lemme revise and riff a bit as I explain it in a little more detail.

First, to get a broader picture to help visualize the context of this mechanic, the theme is light macabre (an extension, really, of the feeling one gets from reading A Night In Lonesome October). Players will be personifications of Death, though the extent these avatars follow any particular Angel of Death mythos is still up in the air. The current driving image is a black robe wrapped around a skeleton holding a scythe; slightly magical because of the character's ethereal nature, limited in power and narrowed in motivation because of divine bureaucracy, strategic and scheming because of the human will to live, and anxious to hit quota because of pretty much all of the above. It's really an amalgamation of imagery spanning from ben Levi's fable to Japan's Izanami, though the final characterization will be much more of a pop culture mish-mash ("You play as the Grim Reaper!") than an extended referential treatment with cited sources. The end game goal is to collect X number of human souls.

How are souls collected? Unfortunately I don't even have that worked out enough to begin writing about it. I know where I want these mechanics to interact with other mechanics in the game, but that's about it. So, moving on. Each player has a stack of markers distinguishable from other players' markers. When a player "helps a soul on its way," he places one of his markers on the "current time" space. Time is represented by a circular track of 12 spaces (changed from my first post, as are a lot of things...), one space for each hour on the clock. A marker rests upon Midnight at game's start, so, if the Time Marker hasn't moved, a player places his marker on Midnight when he gets a soul.

As I said, Death is sorta magical, and with that comes a modest control of time. Through the course of each turn, players can either move time ahead or move it backward. When a player moves time backward, say, from 9 to 7, any player markers on 9, 8 and 7 are removed. So, the souls don't count anymore. Additionally, time cannot move backwards past 12 o'clock. If time is moved forward beyond 12 o'clock, all current player markers are removed from the time track and considered "locked." A player doesn't need X souls locked to win, just X souls locked plus what's on the board, but a player cannot lose souls that are locked. There will also be a marker to distinguish between AM and PM.

Clear so far? I hope so. . .

I want to connect this rather complicated scoring system with the rest of the game in two places. Firstly, players will have two values (from d6's) each turn to play with. One value will be used to move time forward or backward, and the other will be used in the game proper (harvesting souls, foiling other grim reapers, etc., etc.). I don't want to use cards, so this second value will probably affect action points. Secondly, I would like player actions to be affected differently by night and day; that's what the AM and PM marker is for.

I know there is no real way to comment on how the game as a whole will turn out without more information. However, there might be pitfalls in the scoring system alone, or potential problems I should be wary of. As a mechanic on its own, knowing how I would like it to integrate with the rest of the game... any comments?

Anonymous
Playing with time

It sounds like you have an interesting framework for your game. I like the theme and the concept of the clock and of toying with time to a limited dsegree.

I'm not sure about the action-point mechanic since there's isn't much detail to go on. Have you thought about a way to combine the clock with your actions all onto one board (all taking place on the clock face)? It would streamline things and focus the game on the time element.

It would be interesting to see the action points applied to multiple options to give players a range of choices to make. For example, have the collecting of a soul cost x points, the advancement of the clock 1 hour cost y points, and the moving of the clock back an hour cost z points. To have the movement of the clock be lucrative, you could have souls be worth more as the clock moves closer to midnight. The value of souls would again drop to their lowest point when the clock swings from 12 to 1, but all souls from the previous sweep of the clock would be locked in. That would give a player incentive to push the clock past 12, but not make it a no-brainer to do so (should the player try to grab one last soul before midnight or ensure that all his previous souls are protected).

If you could find an equitable way to give out points (like all players get a set amount of points to spend in a 12 hour cycle, not refreshed until the next 12 hour cycle begins), you could do away with the dice entirely.

Just some ideas, best of luck!

Fos
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Playing with time

Quote:
Have you thought about a way to combine the clock with your actions all onto one board (all taking place on the clock face)?

Yes! Which is a good enough idea to look at possibly changing the theme to focus more on the clock. Steampunk might be able to handle it, or some other environment where all players could have the ability to play with time. In a purely thematic sense, playing on and with the gears of the clock (beneath the face) would be fun as well. I also like the idea of doing away with the dice and having souls worth more as the clock nears midnight.

Playing with the clock directly instead of playing with the "souls" might make the actions a player can take be much more coherent. Or at least easier to design. There's lots of ways Death can take a life, and each one really should be creative. In that sense, cards are the easiest way to go about it, but I would rather not use any cards. As you mentioned, I would like to keep gameplay centered around the clock. I'll think a bit more about it. Thanks.

Anonymous
maybe...

To use the clock in a way that contributes to how the souls are harvested the hands of the clock represent an active area. Meaning the souls between the hands would be open for harvest and those not, aren't.

So the cost of moving the hands would also open one player up to more souls and then close off another player.

Or something to that effect... Just a thought.

Fos
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Playing with time

A quick reply before I have to run off to work.

I like the idea jjacy. Perhaps the "active" area on the face of the clock would be between the hour hand and 12 o'clock. When time moves forward, more of the clock face becomes open to play with, but when time moves backward, areas get closed off. The trick would be that all player interaction (placing pawns, markers, or whatever) upon the face wouldn't be cleared when time moved backwards or when the clock hand made a full rotation. It would simply limit the areas the players could work with. Thus, points scored in early hours would be easier to get, but points scored later would be far harder (less time to interact with those areas). Rewards would have to be balanced accordingly.

Another element could play out like this: in less of a "soul harvesting" setting, players could place pulleys and gears at places around the clock face. While they couldn't place gears outside of the active area, gears outside of the active area could still interact with those within. I'm not entirely happy with placing gears as the main mechanic... I need to think more on this. But still, the geography of the board is getting more and more defined.

Trickydicky
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Playing with time

First a question. Do the points get locked in whenever the hand goes past 12 o'clock? or is it when the hand reaches 12 o'clock by moving forward?

Another possible way you could work the hands of the clock into the game is to have the hand represent death. You would have life counters on the board that could be manipulated by the players using their action points. The players could also manipulate the hand/s of the clock. When the hand of the clock passes a token, the token switches from life to "soul" (goes with the theme. Time is what kills us. Their time ran out). The player who pushed the hand past that life token would place a soul token of his color on the clock. This is a point, but it is not locked in until the hand reaches 12 o'clock.

With this method the players would not even need player pieces to represent death (though you could keep it and add in a mechanic to work with player pieces having to harvest the tokens after the hand killed them). Players would really only need soul tokens of their color.

GeminiWeb
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Playing with time

One concern I have is the length of the game and the ability to make sure that the game continues to move forward.

For example ...

- will a 'leader' always find his points removed while the otehr players take their turns?

- will a 'runaway loser' be able to stall the game by always moving the clock backwards?

Just a thought ...

Fos
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Playing with time

Trickydicky wrote:
First a question. Do the points get locked in whenever the hand goes past 12 o'clock? or is it when the hand reaches 12 o'clock by moving forward?

Whenever time moves forward past 12 o'clock. There would be a rule limiting the hand from moving backward past 12 o'clock.

Quote:
Another possible way you could work the hands of the clock into the game is to have the hand represent death. You would have life counters on the board that could be manipulated by the players using their action points. The players could also manipulate the hand/s of the clock. When the hand of the clock passes a token, the token switches from life to "soul" (goes with the theme. Time is what kills us. Their time ran out).

I really like this idea, however, I see a few potential problems with it. One, if the "life" tokens are removed from the face after the hand of fate moves past them, it would be hard to remember where to place them again should time move backwards. Two, if the life tokens are not removed, it would be tempting for players to build up one slice of the face with lots of life tokens and constantly move back and forth over it, bringing the game to a stand still.

Gemini, I think if I make the later hours more attractive in addition to the locking mechanism past 12 o'clock, the game will naturally move forward. Also, a runaway loser shouldn't be able to stall the game. If you have three people gunning the clock forward, one person alone wouldn't be able to hold it back. As for a runaway leader problem, that could be eliminated by making moving time backwards cost more action points; where players would only want to spin back time if there was little else for them to do to improve their position. . . . . in other words, it needs to be playtested to see if it's a problem, but it's certainly a concern I'll look out for.

If I can implement Tricky's idea without the problems listed above, I could see the game working somewhat like this: a series of concentric tracks along the face of the clock. Players lay life tokens on spaces in each segment. (more spaces for life tokens on the outer edge, of course). Players could also lay "connections" between these life tokens (akin to the roads of Settlers). If a life token is taken by the hand of fate (moving the clock), any life tokens connected to it move one space closer to the hand (death of a family member/friend brings you closer to death). There could be different balances between the outer tracks and inner tracks (different AP costs to lay life tokens and connections).

Additionally, I feel like there should be a limited resource beyond the APs. . .

GeminiWeb
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Playing with time

Sounds good. I look forward to hearing how it all goes!

Trickydicky
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Playing with time

Quote:
Two, if the life tokens are not removed, it would be tempting for players to build up one slice of the face with lots of life tokens and constantly move back and forth over it, bringing the game to a stand still.

I think that this would not be a problem if the life tokens were generic, meaning every player can manipulate them. That way if one player was trying to horde a bunch of life tokens in one place the others couold manipulate them away from that place.

For example: there are life tokens on 1, 3,4,5,10 and 11 o'clock, if the AP to move a token forward or backward costs enough it would make it near impossible for one player (player1) to both move a bunch of tokens, say 3,4 and 5 all to 4 and push the hand of fate forward enough to collect them all. Thus if player 1 uses all his AP moving the three tokens to the same spot then he has simply set player 2 up for a huge turn of token collecting, since it is the player who pushes the hand of fate to the life tokens that gets to put soul tokens of their color on the board in place of the life tokens.

I don't know if that helps with the problem you proposed. Maybe I didn't fully understand it.

Hope it helps

Fos
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Joined: 12/31/1969
Playing with time

Well, here's the problem.

If player 1 sets that up, and player 2 capitalizes upon it, player 3 will move the clock back negating player 2's points, player 4 will move the hand forward gaining all those points again, player 1 will move the hand back, and player 2 will capitalize upon it again. Eventually, players will just get bored and say "move on!" However, if life tokens are just removed when the clock hand passes them it seems to break the concept of actually "turning back time" if, when time is turned back, those life tokens don't reappear. That may be a necessary conceit, though. . . It might just be best to lose those life tokens completely. And if life tokens are not generic, moving time backward might give other players pause. Sure, they could screw the guy who got the most points, but they'd also lose a lot of their own.

Also, I like the idea of giving players soul counters as action points instead of just abstract "AP." For example, players are given 5 soul counters each turn. It might cost 2 soul counters to place one of them on the board, one counter to move a counter on the board, 3 to move time ahead, and 5 (or even 6) to move time backward. Moving time could be imprecise, as well; the lowest value of 2 D6, say. And if a player doesn't use all of his soul counters in one turn, he would still get five on his next turn, allowing for a stockpile to pull bigger moves on the board (at the expense of not doing anything while everyone else gets lots of points).

sedjtroll
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Playing with time

Suppose 'turning back time' was something you could only do a limited number of times per game. Like, say each player starts with 2 Time counters, and for a certain number of APs they could use one to adjust the clock (turn it back, move it foreward, stop it for a short time, whatever). There could be a way to earn more, or not... depending on how exactly it works.

So then you'd have to be a little careful about using up your Time counters because you want to use them to maximal effect. A powerful ability like controlling time should be used either tactically, when an opportunity arises in which it really benefits you, or strategically, where you orchastrate a position in which ontrolling time scores you good points, or ends the game at the right time; but in either case carefully.

This reminds me of the big Meeple in Carcassone.

So the ideas I liked a lot are that time advances 1hr per turn, so in a 12 hour peiod (game round) there are 12 turns... nicely divisible by 2, 3, and 4 which is convenient.

I liked the idea that was mentioned peripherally about day vs night. I imagine there could either be a Day round followed by a Night round, etc where the game works differently day vs night. Maybe during the day players populate the board with people, and during the night the reapers collect their souls. This actually sounds like it would work better in a vampire or lycanthrope type of game.

I liked the idea that you rack up possible points but can lose them until the end of the round when they are, as you've said, "locked in", however I'm not sure the way you go about scoring and racking up possible scores is quite right yet.

Regarding the game end... the obvious game end in my mind is when the clock gets to a particular time. When I read the original post I figured the game would span 1 day (it was originally a 24 hour clock, no?) but with a 12 hour clock it could last several days I suppose without being too monotonous (broken up into rounds).

That's all I can think of offhand at this late hour. Good luck with it!

- Seth

Fos
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Playing with time

Interesting points, sedj.

I like the idea of time counters. It certainly could add a more strategic element to the game. I also agree that moving time ahead 1 hr a turn is a good idea. Thanks for reminding me. :) I agree that the day/night sequence would be better accustomed to a different theme (vampires/werewolves). I also agree that time would be a better game end than quota of points. I'm not worried about it being monotonous, as the game board itself won't reset after each scoring round, though I need to watch game length itself. And yes, how I go about getting points isn't ready yet. The ideas presented so far are a good starting point, but right now they leave it as a light tactical game, something I rather want to avoid.

To get my mind better into this theme, I whipped up a little drawing of the clock. Of course, it could all change (especially if most game play occurs on the board). But, here it is: link

Trickydicky
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Playing with time

Fos, I think I misunderstood your earlier concern about the life tokens. That would be a problem. I think sedj's idea of time counters could alleviate it a little. Since it wouldn't always be in your best interest to use up one of your valuable time counters just to keep player 2 from scoring a few points.

I like the idea of being able to stockpile your AP. I was a little confused by the term soul counters, since earlier we had called the points you gain on the board "soul counters". Simply a "what do we call this token" problem.

Oh, your little whipping of a clock is pretty amazing. Are you a hobbyist graphics artist as well as designer? Maybe I'll ask you for help on ideas for the graphics of my games. Your clock looks really good.

Fos
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Playing with time

Thanks tricky. Really, there isn't much skill in that picture. Mostly filters and selections. . .

However, I did have a little revelation tonight when trying to map out the mechanics and how they relate. First, the clock is a tactical element. I don't really see a way for it to be any other way. However, two elements affect the clock; Clock tokens (sedj's idea) and Marked Souls (a variation of ideas already presented).

On Marked Souls, I still like the idea of markers being placed upon the board that turn into "Soul Counters" when the clock hand passes them. Time kills us all, as was said. Putting a Marked Soul counter on the clock means you, as death, plan to take that particular life. This is all well and good, but still tactical, and how do you get these Marked Souls in the first place?

Well, maybe through Action Points, but that certainly isn't specific enough. The problem is, there are too many ways for a person to die. I really don't want to resort to cards, but tonight for the first time I thought, "wait, when aren't there many ways people die?" Well, that's the big epiphany. The Bubonic Plague.

So now I'm going to focus on how to turn the Bubonic Plague into a strategic game that gives players Clock tokens and Marked Souls. Much easier now with very specific elements and causes to work with. Rats, for instance.

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