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Designing my first board game!

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harkness87
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Joined: 06/11/2012

A week or two ago I started working on my first board game. I have quite a few notes written down and a pretty good idea where I want to go with it. I just have to figure out how to get there!

The game is set in a post-apocalyptic world. Y'know, a bunch of nukes went off. blah blah for now. More on that later. But it would be very easy to make any setting work with this game. Be it modern, fantasy, zombies, futuristic, sci-fi. All that really needs doing is having different cards that fit that setting. Or as they call them "expansions!" but lets not get carried away.

I guess it's a board game with elements of a rpg and card games mixed in. Cards will play a heavy roll in the game due to the fact that they represent player cards, monsters, weapons, armors, items, missions, etc. The player cards will be pretty basic pre-generated characters with the ability to level up as the game is played. Just like in a rpg. Also like an rpg players will be fighting monsters and getting loot, in the form of cards. Which can then be equipped to their player card or traded/sold.

For combat I'm using a system that MarkKreitler post about here: http://www.bgdf.com/node/6401
For me its the simplicity and the integration of skill use (which I was having trouble figuring out). And I fell, at this point, it fits pretty nicely into the game. And Mark gave me the ok to use it (thanks again!). Weapon cards will effect the amount of dice a player rolls during combat. Ex. at the start a player rolls their base # of dice. Later on they may find a new, better gun than the rusty old thing they started with and it may add +1 to their dice total as it is a better weapon.

Also each pre-gen character card has a "class". Which is really just their specialty. Say you want to play someone who is an excellent sniper and your friend wants to play a huge guy that bashes people with a giant hammer. Weapons that you "specialize" in give you a bonus aswell. To either combat dice or damage. My goal with this is to make it simpler. I suppose the rpg aspect of the characters is mainly the leveling up system. At this point each level has 3 skills to pick from. When you advance a level you may select one of the 3 skills for that level to be available to you.

At this point I am considering having "mission" cards. Something like you flip the top card over and it has the mission details. Kill these baddies, go collect this weapons cache, escort so and so to this town, etc. Each one will have xp and a reward listed. They will look like ads. Something like:
"Old Bob is looking for someone to deliver a shipment of bricks to Big City. He's willing to pay $100 to anyone willing to undertake the perilous journey."

I made 10 squares out of thick paper and made it so they can be placed together in anyway and they will all line up making for an easy to customize board. I was thinking that as players moved through one board they would place another tile next to it lining up the gaps. and so on and so forth. Even reusing boards already laid down to form a potentially never ending board. I just don't know how to add more to the missions. Like story wise. Or how to make combat encounters or any encounter happen during the journey on the mission.

I have a list of stuff that I need to work out so I'll just make a list here and if anyone has any ideas or input I would love to hear them! (about the list or anything else I wrote above)
-What is gained at each level?
-How much XP is required to obtain each level?
-How do missions work? Flip a card and go? How does the story unfold? How do monster encounters fit in? Randomly popping up? How can I make missions more fun and exciting?
-How movement around the board works. Do players roll a die? like a d6?
-How cards are collected
-monster loot? as rewards for completing missions? buying/trading with merchants?
-Stats such as HP, armor ratings, dodge numbers, # of combat dice, weapon damages. What balances? What works?
-The # of stars required to activate a skill. Is 3 too high to roll in a turn? (reading the die mechanic again the skills have 3 levels for each skill 1, 2, and 3 stars)

I think that is it for now. Like I said ANY help would be greatly appreciated!

Patrick

MarkKreitler
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Joined: 11/12/2008
Sounds fun!

Hey Patrick,

This game sounds like a blast -- definitely something I would play!

A few years back, I prototyped an RPG board game where players took on the role of superheroes. They battled villains in missions like, "Stop the bank robbery" and "Protect the lab." One thing I learned the hard way: things work much better when one of the players controls the bad guys -- just like a traditional RPG.

Your design sounds like it might not have the problems mine did. Certainly, there are many "dungeon crawl" style games where everyone can play a hero, BUT -- if you want a strong sense of story, rather than a straight "loot and scoot" adventure -- you may want to consider the "one player as moderator" design.

One other thought: this game sounds huge, which is great for this kind of game -- but you might want to break it down and prototype a few of the small parts sooner rather than later. Rough out a couple of sample characters and monsters and try the combat system, for example, and that may help you answer some of your other questions -- particularly those about what kind of loot to drop, playbalancing stats, and leveling curves.

Good luck -- looking forward to reading more!

Mark

harkness87
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Joined: 06/11/2012
Thanks!

Hi Mark,

Thanks for the feedback! It's a huge relief to read that you think it sound like a blast. I get nervous about showing people stuff like this.

Your superhero game sounds fun as well and could easily be fit into this game! When I first started this project I had considered the "GM" role but kind of set it aside with the goal of having all the players be able to play. But like you said that will make it more difficult for the game to be more RPG-y. I definitely don't want it to resemble a bunch of other games too closely (but who does right?)

I suppose that one person (the GM) can be in control over the monsters and story. Say draw 3 mission cards. This will act as a "Bulletin Board" type thing in the town. With these three missions listed. Like a WANTED ad. They players get to choose one of the three. The GM then lays the story out and they set off through the wasteland on their journey. The GM will be in control of the board (laying tiles, placing monsters, etc). This would work much better than everyone being a player I think.

Over the next week I will be able to get together with my brother and our friend for a bunch of gaming. With this one being on the list. I'll be sure to post up any more ideas and tweaks we come up with!

Patrick

Crensh3000ad
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Joined: 03/06/2012
Hello guys, I wanted to drop

Hello guys,

I wanted to drop in and share my enthusiasm for this kind of a game with you !

It sounds like something I always had in mind, yet never found in gaming:

-dudes moving on a map (unlike in Magic/World of Warcraft/Pokemon/YGO -TCGs)
-cards for their equipment/allies/enemies/events/
-different sides to play on / use of a GM

To be honest, the superhero module also sounds cool ! In most cases, superhero games are

a.) just about combat (City of Heroes, Overpower, VS System)

b.) too complicated to play (HERO, D20, GURPS)

c.) have nothing in common with superheroes at all (HeroClix).

Your solution sounds like it would be a great possibility to avoid all of these troubles. Dear Mark, may I ask what stopped you from continuing your work regarding the hero RPG-card game ?

Orangebeard
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Joined: 10/13/2011
XP question

Given the amount stuff going on in this game, I would suggest keeping the XP as simple as possible; maybe even to the point of saying 1 mission = 1 level regardless of what the players actually did on the mission. You could still have things that relate to levels/misisons in terms of difficulty, but you avoid the hassel of tracking XP and balancing XP awards to the encounter.

With regard to adding variety, maybe you could experiment with a "variety" deck from which you draw cards to go with the mission. For example, you have a basic mission and you want to run it as a level 5 mission. Once the mission is chosen, draw 5 additional variety cards and apply them to mission.

Mission - Deliver stuff for Old Bob
V1 - Radiation danger
V2 - Really angry mutants
V3 - The package is ticking...
V4 - Must hand deliver
V5 - Old Bob loans you his Old "Gamma Ray Shotgun O' Death!"

I think a mix of good and bad variety cards could add a lot of variation to standard misssions

KAndrw
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Joined: 08/20/2008
The first few games I

The first few games I designed were way too ambitious and over-complicated, and ended up not being especially fun. I was trying to balance large and complex systems before I'd learned how to implement a simple system.

My advice for you would be to park your idea for now, and try a few smaller projects first (potentially in the same 'universe', even using similar themes and individual mechanics). Smaller, simple games are a great way to develop fundamental design skills, and they're also easier to find playtesters for - a 30 minute games is no big deal if it's not balanced right, but a two hour games with flaws is excruciating!)

harkness87
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Joined: 06/11/2012
Sadly the only thing we got

Sadly the only thing we got to do regarding this game was mess around with some of the combat. Before I wasn't sure how to calculate the number of combat dice players started with. I think I had it at 2 on the player card I made. And I think after playing combat a bit I decided (for now) to make it 2 to start and add 1 at every odd level. Players will also get a bonus to combat dice from certain weapons cards and also from using a weapon that goes with their "class". Example: the "basher" (or melee dude) will get a +2 bonus to combat dice when he is using melee weapons such as bats, clubs, hammers, etc. but won't if he tries to use a sniper rifle. Temporary bonuses can be gained from special cards. Like a "strength enhancement" or something. A one time use card that grants +1 combat die for a turn.

For dodge #'s I decided to set it at Basher 1, Gunner 3, Sharpshooter 2, Heavy Weapons Expert 2. As you can see those are the 4 "classes" I decided on. For now I'm just going with those four as the four player cards. And having a male and female version (the art on the card).

Orangebeard wrote:
Given the amount stuff going on in this game, I would suggest keeping the XP as simple as possible; maybe even to the point of saying 1 mission = 1 level regardless of what the players actually did on the mission. You could still have things that relate to levels/misisons in terms of difficulty, but you avoid the hassel of tracking XP and balancing XP awards to the encounter.

With regard to adding variety, maybe you could experiment with a "variety" deck from which you draw cards to go with the mission. For example, you have a basic mission and you want to run it as a level 5 mission. Once the mission is chosen, draw 5 additional variety cards and apply them to mission.

Mission - Deliver stuff for Old Bob
V1 - Radiation danger
V2 - Really angry mutants
V3 - The package is ticking...
V4 - Must hand deliver
V5 - Old Bob loans you his Old "Gamma Ray Shotgun O' Death!"

I think a mix of good and bad variety cards could add a lot of variation to standard misssions

I love both those ideas! I've been trying to think of ways to simplify things but not take away from the essence and fun of the game. I previously had xp as 250 per level. Just as a starting point but never tried it out. But I definitely like the idea of 1 mission per level. Or 1 successful mission and they level up. The goal could be to survive the wastelands until they are level 10.

The mission variety cards are a brilliant idea. Would there be variety cards that only the GM should see? They would definitely add more to the roleplaying aspect of the game. The Radiation Danger card would make the GM have to decide when and where it would happen. Then the players would have to decide how to deal with it.

Palindrome
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Joined: 04/14/2012
RE

You seem to have a really ambitious project going here. As Mark said, it's probably a good idea to have a GM to run the system aspects of the game. As a player who's primarily into solitaire games, I can't really offer much useful advice in that area. Having said that, you have to be careful if you want a pure co-op game, as you will have to spend extra time to design a system that will auto-run the game for you. The strength, consistency and flexibility of how this system is designed will reflect strongly on how you game plays overall. Is it possible to win or lose in the first few turns because of poor card draws? Is the game either super easy or impossible or is it the same difficulty (consistent, which is what you want) for every game? How do you fix these problems that appear? (Is there an adjustable difficulty level, for example?) These are some questions that you might want to look at, especially in how your quests (and the rewards that go with them) are processed.

Orangebeard brought up the idea of simplicity, which is tough to control if you plan on importing many RPG aspects into a card game. If you want to implement a lot of stats and information, recordkeeping might be an issue. My suggestion is that if things get out of order, use a player handout that is laid out well, with tracks to record HP, EXP, etc, with cubes, tokens placed over the appropriate number value. You can also put stuff like things that players can do each turn, level up information, etc. This is especially important if you have lots of cards with bonuses and modifiers to keep track off.

harkness87
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Joined: 06/11/2012
I am definitely going with

I am definitely going with one player taking the roll of GM. That's seems to be the best way to make the game flow smoother.

This is how I see the game running:
-The players each have their player card (which has HP, combat dice, starting gear) and that classes stack of skill cards.
-The GM will have all the monster cards, the stack of mission cards, and the variety cards.
-The GM flips a mission card and sets up the mission for the players. The players set out on the mission. The GM would also draw 5 variety cards (or "mission enhancement cards"). These cards will be for the GM's use. Certain things may be told to the players. Some won't.
-If the players successfully complete the objectives on the mission card they get the reward and level up to the next level.

The overall goal is to survive the wastelands to make it to level 10.

As for the keeping track of stats and such.
I think so far the number of things is low. HP would be easy on some scratch paper. As would combat dice. Armor rating is pretty much what ever armor they have equipped and that will be on the card. Now if they have say body armor and a helmet I suppose that would have to be added together and written down. Also not too constricting. Other than that I don't think there will be much to keep track of.
And the GM will really only need to keep track of monster hp during combat.

I will try to get all my notes organized and get an up to date list of everything I have so far and what still needs work.

Also a huge thanks to everyone for the feedback, great suggestions, and enthusiasm about this project of mine. You guys are the best!

harkness87
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Joined: 06/11/2012
Update!

It's been over a year since I've really thought about this game. It just sort got pushed to the "back burner" by the crazy thing we call life.

But I just read through all the replies in this thread and through all my notes. I don't have my game design notebook with me or any of the cards I had made or the test dice but after reading through all the stuff I'm excited for this game again.

I have new ideas running through my head like crazy now! So hopefully soon I'll have an update on what's going on with the game! (I'm getting married in 1 week so things are going to be pretty crazy for the next week or two. But I'll be back!)

Patrick

harkness87
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Joined: 06/11/2012
I'm not sure if I should keep

I'm not sure if I should keep posing updates here or if another forum is more appropriate. Since this isn't really a "new game idea" since I've been working in it for a while now. But I'm not sure where to post it.

Anyways for now: an update!

We worked out starting stats for all 4 characters and about 7 enemies. Decided on a board tile size. And worked out how weapon stat would work and be balanced (something that I felt overwhelmed by but I think we got it).

As it stands we plan on play testing combat a little more. Fleshing out higher level enemies and all the cards.

GrimFinger
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Joined: 08/06/2008
Keep posting.

Keep posting.

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