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Newbie designing hoping for help fleshing out idea

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Itsdan
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Joined: 05/19/2013

Haven't designed a complete game yet but have a few ideas, and the following is the one I'm most interested in fleshing out. So obviously I'd like to know if anyone has seen something similar, but also curious if people like the idea or what they might like or expect to see in such a game. Even questions as to how something I describe might work would obviously force me to address things I may have overlooked. Thank you in advance to anyone who takes the time to read this.

The theme of the game centers on a light-hearted interpretation of the fantasy genre, involving a Super Item Shop, a big-box store (think Walmart) carrying all of your adventuring supplies at affordable prices. The game would take place during the store’s biggest sale of the year, and the players would each be a unique “level 1 adventurer”, seeing fame and fortune, but on a limited budget.

Mechanically I saw the game being primarily set-collecting. A ‘jobs board’ would be setup consisting of some number of jobs the locals needed performed and a list of items someone would need to complete such a task. I.E. to “slay the cave troll that keeps stomping on my petunias” one might need a torch and a rope to go into the cave, and some type of melee weapon.

Players would collect weapons by moving through the store. Each aisle might hold one or more ‘class’ of items, of things like weapons, armor, healing items, food, etc, haven’t fully fleshed out that list yet. Some type of ‘search’ mechanic would allow them to find items they need. I’ve toyed mentally with having one deck for each aisle-type, or having a single item deck. In the latter setup a ‘search’ may let the player draw 3 cards for example, and keep any items ‘from’ the aisle they’re in. So draw 3 cards while in the Weapons aisle, keep any weapons you find, but again just a rough idea.

Moving around the store would also be where any player interaction would occur. I would imagine letting players shove each other, perhaps forcing items to drop out of their shopping carts, laying traps, casting non-lethal magic spells. I wouldn’t imagine a traditional combat system or anything resembling player death, but labeled as ‘distractions’ or forcing players to drop items that they then have to pick up might be the primary player interaction with each other.

Things I’m not certain if I want or how to work them in:

1. If the game is about shopping then money kind of has to be in the game for it to all work thematically. Simplest would be to give each player a starting balance and have items cost money, but completed jobs pay money. Thematically the person posting the job pays a deposit perhaps

2. Thematically once you buy an item you have it, you wouldn’t need to buy a 2nd sword to take on a 2nd job. This however would run counter to most set-collecting games where discarding the set is part of claiming the points. A ‘durability’ value for the jobs or the items in the store might help, a sword may have a durability of 3, so it could be used to complete 3 jobs , or perhaps a particularly difficult job would call for 2 durability points. I’m not in love with that idea though.

3. I think in addition to the ‘jobs board’, each player could have one or possibly multiple ‘secret’ jobs they could be trying to complete.

4. Items could potentially have levels too, so a job may call for a melee weapon of level 3 or above. Perhaps a bonus for being better equipped, or perhaps you just overpayed?

5. I think each player would have a unique role/special ability in line with a traditional fantasy race/class.

I think I have a decent core idea but I definitely still feel like something is missing. I plan to prototype the ideas I’ve listed above and maybe through a little trial and error can work that out, but would still love any feedback/opinions. Thanks!

Stormyknight1976
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Joined: 04/08/2012
I think this game has potential.

One thing comes to mind as a player mission: Village Mayer: Oh great! Look what those darn sun worms have done to our beloved Great dandilions. They have eaten every thing in sight, let alone burn everything in sight to. This calls for a job hunt skill. NEXT DAY: POSTER READS: SUN WORMS NEEDS TO BE DESTROYED. KILLED GREAT DANDILIONS FOR NEXT YEARS HARVEST. NEED PROFESSIONAL. Players get a chance to run to the store and pick up great dandilion seeds, a hoe sword, and a water bucket?

kpres
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An alternative mechanic to

An alternative mechanic to the "level 1"/'level 2"/"level 3" sword mechanic:

To defeat the Level 3 troll, you need to roll an attack roll for your sword and a defense roll for the troll. The troll gets +3 to its rolls because it's level 3 and you get +1 for your roll because you have a level 1 sword. You don't need a Level 3 sword to defeat the Level 3 Troll, but it certainly gives you a more even chance.

About your idea:

I really like your idea. When you were explaining it, I got the image of these dungeon raiders advancing through Wal-Mart with shopping carts, trying to get the most treasure for their budget, while tripping each other up. I think you might have added in the "jobs" thing to provide a purpose for shopping, but I think that the whole game can take place in a department store.

Proposed premise: Each player is an adventurer and an employee at the adventure-themed department store, which is being "raided" by belligerent customers. The objective is to become Employee of the Month, and you do this by helping customers and cleaning up. One might ask for directions to where particular items are, and you'll have to fight your way through throngs of orcs fighting over the last Bludgeon 9000 mace in order to help this customer find what he/she is looking for. By doing this, you create a mess that you don't have time to clean up. This provides an opportunity for another player to clean up after you and earn points. You can sabotage your fellow employees with certain items found in the store. These tasks that take place within the store would kind of be the same thing as your "jobs board" idea.

I think you have an excellent idea here, and it could definitely be something that a group of players would have a lot of light-hearted fun playing.

Itsdan
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Stormyknight1976, While I

Stormyknight1976, While I can't overdo the flower thing it definitely captures the more lighthearted "day to day life in a land of adventurers" that I was hoping for, glad the theme came across in my explanation. Thank you for your comments.

Stormyknight1976
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Welcome to the forums,

And your welcome.

Itsdan
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Kpres, Early on I'd

Kpres,

Early on I'd considered them being employees but dismissed it, perhaps I shouldn't have done so quite as quickly. I think the key for the first paragraph is that I wasn't necessarily going to have them actually 'go' on the missions, just 'gear up' for adventuring season ('Gear Up' doesn't seem to be taken, according to boardgamegeek anyways, and was a possible name although I'm not too worried about that yet).

Having them go on the mission definitely would give me the flexibility to work in reasons to get better weapons, a durability 'roll' could determine if the item survives and can be used on another mission (ie complete another set) or not, perhaps adding 1 die for each mission the item has been used in to the roll determining if it breaks (1 die for each mission the item used in, if any die shows 5 or above the item breaks, place the card in the item discard pile). What it does is break the theme a little (which is fine) as it was intended to be a hectic 'black friday' kind of sale.

---

Now your proposed premise fits my hectic black friday sale idea quite well and I'm going to have to strongly consider that. The whole employee of the month thing fits well with simple victory points for various actions. Perhaps they're something like personal shoppers, instead of a jobs board perhaps 'real' adventurers come in with lists of items they need and the players are sent to the back to get them all. That might integrate your ideas nicely with what I'd pictured. Perhaps a 'tip' involved the faster you fill their order, and it still allows my 'if money is no object' production with miniatures including a dwarf riding in a shopping cart pushed my halflings.

The tips could be used as currency to buy items for their own adventuring needs for additional VP, hm...

Thanks again for your ideas.

RGaffney
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I like the theme, but it

I like the theme, but it sounds to me like you don't have a real "mechanic" to go with it. You got a great idea about a theme and a style and such, but I feel like it dropped off when you started thinking about gameplay?

Is that true? are you flexible on how the gameplay fits the theme?

If so I would suggest an auction mechanic. There are a couple of different quests on the board, and i decide I myself want to go for a particular quest and make an offer on a particular product, but other players can try to get that product too when I try to buy it, maybe because they want it, maybe because they don't want me to have it, and maybe because they are just trying to drive up the price. That gives you the player interaction you were looking for.

If you like the aisles theme, I don't think it it's too complicated to have between 4 and 8 separate decks representing aisles. if you go for more decks, you should consider a mechanic for some general cards that might show up in any deck.

Then you deal cards from the decks into aisles, and those are what's available for auction, there would be some kind of queue system so anything that makes it all the way to the end of the aisle without getting bought gets rotated back into the stock in the back.

And you need player interactions. Maybe there is a card that causes the store to refresh all inventory all at once. maybe instead of buying, a a standard action, I can break something off the shelf and cause the shelf to restock.. but not if I'm a Palidin...

Itsdan
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Rgaffney, The mechanics are

Rgaffney,

The mechanics are definitely what was weaker in my original post and certainly the primary reason I decided to seek feedback. So far everyone seems to like the theme, so I'm happy about that, and especially because no one has pointed to any games which have a similar theme, at least not yet.

My game as conceived so far is definitely incomplete. As a 'set collecting' game the basic idea of finding items to complete 'job cards' is fine but every game I've played contains another mechanic that makes things less sure. Ticket to Ride has 2 layers of sets, one for each route but then routes themselves become sets collected to make destination tickets for example.

I'm trying not to design by just reacting to each problem I see. E.g. players should in theory just hold onto any items they find since they might appear in a future job, so I add a hand limit (such as 'your cart can hold 5 items'), but that doesn't create any strategy to know which items to keep and which to discard, so it's just random chance and not strategic.

I can see the theme working with your auction idea, except it doesn't fit with the overall feel I was hoping to create. I envisioned the manic running-around-grabbing-things you see during the Friday after Thanksgiving sales and I'm not sure an auction quite does that. I'm wondering if I could have that as a smaller mechanic though, perhaps NPC's in the store who may have an item you want, players run up, "I'll give you $10" -- "well I'll give you $20!". I'm not opposed to having a number of different ways to acquire items.

Itsdan
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Kpres definatley been

Kpres definitely been thinking about your suggestions. One path I'm considering is to have the game played over a number of days (no reason it can't be a week long sale or something). I could then have the game either played to a number of victory points or a fixed number of rounds, depending on which works better for game length.

If I fully embrace the players-as-employees idea, along with the ideas I added to my last reply to you, then one idea would be to have the players compete to fill orders by finding the items needed by customers waiting in line. It doesn't exactly fit the big-box-store model but it fits the feel I was hoping for. The customers would tip on a decreasing scale based on how long they had to wait perhaps. Those tips could then be used by players to buy items themselves and each day they'd be able to try and complete a quest themselves. This is where the rolling mechanic and all your ideas about the players actually performing questions could occur. I would think it's only the points earned from completing THOSE quests that would lead to actual victory points.

That whole setup would at least lead to a deeper game, create a "do A so you have the resources to attempt B" situation, pressure to complete customer tasks quickly and prevent other players from doing the same, add some luck via die roll, etc. The victory points could even be thematically XP and the whole game about reaching "Level 2".

kpres
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more ideas

I have some more ideas:

Some tasks could take longer than others by chance or by design. A task might give better rewards or be more desirable because it's part of a set, but with the drawback of it taking longer to complete. Different durations means that players will be ready for new tasks at different times. If a player is already doing a task right now, then he/she won't have time to pick a new task. This gives you the first-come, first-served mechanic that you wanted.

Part of the adventurer trope is having random encounters. One way of increasing the duration of a task is to have the player face a number of random encounters along the way. You could sprinkle a few rewards or unexpected good things into the random encounters, because that's what players are expecting in an adventure game.

Because players get to finish their tasks at different times, that means that there will be opportunities for mischief. If a player finishes his/her task, he/she can either return to customer service, or trip up his/her fellow employees with store products found along the way.

Itsdan
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Interesting, I see the value

Interesting, I see the value in staggering their tasks but I'm not sure if that needs to be designed into it or if it may occur naturally. I hadn't originally considered tasks to belong to the players, simply be ones they claimed, however, if they were handed a task it might create room for players to trade items each needs.

I do think 'mischief' or some kind of method to slow down other players will be a prominent player interaction though. And random encounters could easily be mixed into the item decks.

Itsdan
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Perhaps people waiting in

Perhaps people waiting in line could represent orders needing to be filled. A player approaches a customer and 'claims' that list, which then becomes their active task. The task could have a reward proportional to it's difficulty but reduced over time as the customer grows frustrated with waiting.

Player controlled characters are running around what I guess would not be considered a warehouse filling their carts through the search mechanic with items from the list, or possibly grabbing items they can see in upcoming tasks as well. Where possible they can create a mess, obstacles, cast spells, whatever to slow down other players, steal items from their carts, etc.

I think if the 'task 'system is that straight forward I just need to have strong player interactions so they can legitimately affect each other's ability to complete tasks.

Itsdan
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It hadn't even occurred to me

It hadn't even occurred to me that if the store is, by my own theme, selling 'discount' gear and such, then items that aren't very durable actually fits nicely. It doesn't work as well if 'real' adventurers are shopping there.

I keep posting my own ideas here but those of you who contributed have helped me out a lot by giving me some great ideas to consider which of course leads to other ideas and so forth. I think my big question right now is whether to center it on employees working at a Super Item Shop, or people shopping there. I see ideas for mechanics flowing more naturally from the employee side. So far for the 'shoppers' side I just don't see enough going on for it to be interesting for very long.

The real genesis for this idea was a play on the old gameshow Supermarket Sweep, where contestants as part of the show were trying to find combinations of items, or particular bonus items, etc. I'm wondering if I could bring any of that in. Sigh, more things to ponder.

RGaffney
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Tell me about the mechanic

Tell me about the mechanic you are thinking of for frantically rushing to shelves.

Do you want to have actual pawns representing your heros? do they roll to move? is there a standard move rate? is it real time?

I can't think of a mechanic involving moving pawns that is going to make the player feel as frantic as a character would while rushing to aisles where the pawn in placed.

Itsdan
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Maybe 'feel' frantic isn't

Maybe 'feel' frantic isn't the right phrasing. I typically prefer action point allocation games, I don't find 'chance' when moving to be as enjoyable personally, although obviously it works well in numerous games. It would be pawns, I'd pictured a tile/grid layout with aisles and rows, as I was basing it on a big-box-store layout. So turn based action point allocation.

RGaffney
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One point to move anywhere or

One point to move anywhere or one point to move one square?

There may be fun mechanics to try with this if you want to try players as teams.

So you Player 1 are the blue team, Youhave a tank, a Healer, a Rogue, and a Mage but before you can leave you all have to go shopping first. Maybe moves are expensive but shopping carts can be set in motion cheaply, and they continue until they are stopped. So you encourage players to pass carts one to another, but they may be intercepted. That could become frenetic

Itsdan
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One-point-one-grid-space type

One-point-one-grid-space type movement is what I was referring to when I described it above, but as has been identified this idea is mechanically weak and I appreciate the continued brainstorming, and soon I'm going to have to try and roll some of these ideas into a new summary.

I like the team idea, and it scales well to smaller groups by having players take more than 1 character if needed. It definately puts more moving pieces on the board which would help if frantic is indeed what I'm going for. That works well for a grid-type map layout. I'm debating if a node based movement mechanic might make the game seem faster, so you still have to move through Men's Armor and Accessories to get to Powerups and Potions, but not move a dozen spaces to do so.

I'm also wondering if the market would be better conceived as an outdoor center with multiple booths and such, with the 'real adventurers' in a tavern and the player characters running around collecting items for them, the players could also perform tasks for the shop owners as well, making them more independent contractors, and that would give multiple ways to earn points. I don't dislike the idea, it's taking a big step away from what I thought would be more witty game theme, so I doubt I'll go that direction. It would however make the game more of a pickup-and-deliver game, I may look to that genre for ideas of how to acquire items (the search mechanic).

Itsdan
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RGaffney wrote:Then you deal

RGaffney wrote:
Then you deal cards from the decks into aisles, and those are what's available for auction, there would be some kind of queue system so anything that makes it all the way to the end of the aisle without getting bought gets rotated back into the stock in the back.

I've been thinking about ways to better marry the theme and mechanics, and realized I had arrived at something that sounded familiar, because you suggested it. I think the above is how it will work. I'm picturing items in aisles being more like square tiles instead of cards. I should write up a longer description of my revised idea but..

Aisles will consist of some number of item tiles. The game will take place over some number of rounds that consistute one day of the sale, and the whole game will last a few days. The shelves will be restocked either when something is bought, or every round, or possibly every day, I can figure that out once I'm playing a prototype. Perhaps at the end of each day the cheapest item moves into the clearance rack. I'm also focusing on giving players more than 1 thing to do in the game. I'm certainly okay with having them try to complete quests themselves (say at the end of each day they can attempt quests with the items they got for themselves), or fill customer orders. That with some options for interfering with other players is at least a good start.

Itsdan
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Because I'm utilizing the

Because I'm utilizing the concepts of old-school RPG games I was able to make use of a commercial level designer to prototype something quickly. Below is my early conceptualizing of a "big box item shop"

https://dl.dropboxusercontent.com/u/2842605/superitemshop.jpg

It's likely too big, a square layout would fit on a ~20x20 quadfold board better. It's also extremely symmetrical which will likely lead to boring movement options, but I'm still pretty happy with how these tools are letting me mock things up quickly, and would likely help any artist I commissioned to make the final board.

Silverdreams
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Well, if you want that

Well, if you want that frantic search for the item as quickly as you can feel, would you consider incorporating an element of 'Slap Jack' into it? Say a task calls for a +2 sword. Everyone would take turns sorting through the inventory until a +2 sword appeared, and a mad dash would ensue to grab the card first. If everyone is vying to complete a given set of tasks first then even if I have a +2 sword, but need the purple sleep flower to complete the task, then I'm still going to try and grab the +2 swords that come up to avoid you getting one too.

RGaffney
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I really like the slap

I really like the slap mechanic actually. It is a major change of pace from roll a die, draw a card, move a pawn. Not sure how to make that work with what I think itsdan wants

So itsdan, you are talking about having die-cut chipboard items on each of those shelves in the image, with a counter In the middle, and the end of all the aisles is the "bargain bin" but I have to physically move my characters there to buy something. Where is the player interaction

You said you liked the teams idea, if so, you could have rouges who are able to steal from other players. Then you could have other pawns with other skills. But at some point you are no longer designing a new game so much as a really blue collar DnD campaign

Itsdan
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The slapjack mechanic would

The slapjack mechanic would be interesting.

And yes, I hadn't drawn anything yet as I was just taking a diversion from design to come up with some layout ideas for the map, but each shelf area would have one or more areas to place items from an inventory, and some mechanic would replenish them.

I've actually worked a bit on a ruleset that would make the game a cooperative game, where you're playing as an adventuring group (which may be better thematically than a lone adventurer). Much of the rest would be similar, you'd have one or more quests available and perhaps a time based mechanic for how long you have to collect the items your group would need. Some items for the quest could just be 1, and players could split up the list, other items might be "each member of your group". So reusing an above example, to kill the cave troll your group needs a rope and a torch, and then each member needs a weapon. I could further 'complicate' acquiring items by having some of the items be "one per customer", so while one member might be able to hang out in one area of the map and try to collect enough of an item for the whole group, others might require each member to go somewhere.

If I go with the coop option I'd likely then make the main adversary in the game other shoppers. Either people moving around the store or perhaps shoppers 'accumulate' in areas, so as players add tokens to represent other shoppers to an area it becomes more difficult to get the items from the shelves as you're having to shove past other people.

I'm lucky enough to have my small gaming group over today. They haven't seen this idea yet so I'm going to show them what I have and some of the great suggestions I got here and see what they think. Not trying to 'design by committee' but some outside input on some of the ideas we've discussed here I think will help.

Word Nerd
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Two or Three Cents

I get the feeling that a game board surface may not be needed to make this work. I recall playing a card game called Mille Bournes (spelling?), where players compete to complete a rally-type race, throwing obstacles in each other's path along the way (e.g. flat tire; out of gas; detour). I see your "adventurers" competing in like fashion to collect items they need to complete a "quest". A "helpful shop assistant" card would advance a player's chances, while a "caution: wet floor" or "temporarily out of stock" card might force a player to rethink, delay or change their strategy. The "shop" (game deck) would include other multi-purpose items, such as rope or knives, as well as special items, such as a compass or map. If you like, you can also include a few exotic items with special uses or powers (e.g. harpoon launcher, range 100 meters; lava lamp, hypnotizes victim). How these collected items translate into a "quest" victory is up to you. You might use a total-accumulated-value method, require combinations of specific cards (similar to Fluxx winning conditions), or devise some other method (e.g. auction). This thought-prototype does not include a board, dice, player tokens or game currency.

RGaffney
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How did things go with the

How did things go with the small gaming group?

I'm liking the idea of tiles more and more, you could color code them with backgrounds and shapes/ textures so that the items can be easily be divided into different groups. Since tiles are drawn randomly, and not in order, there is no problem with mixing other groups in to create some hidden information.

For instance: (obviously in real life you would have more items than this)
Suppose all weapons have a Blue background

Sword
Mace
Bow
Staff
Axe

Then all Armor is Red

Helm
Breastplate
Boots
Gloves
Shield

And All tools are green

Rope
Torch
Bag
Bedroll
Rations

Then there is some stuff with a white background (you never know where it will end up

Ancient artifact
Stein
Fancy Hat
Holy Symbol
Live Rat

You split up the Red green and blue into 3 piles, then add some of the whites to each, flip them over mix them up and you got a starting place with different aisles for different things.

Want more replay? Who doesn't

Suppose the metal items have a geometric pattern in their background color
Sword
Mace
Helm
Breastplate
Stein

Wooden has a wavy pattern.
Staff
Shield
Artifact
holy Symbol

Etc... now you can just as easily have a totally different arrangement of the store with the same items.

Getting boring? Use your own mix of items "Things which Lindsay Lohan would hurt herself with" on this aisle... whatever

Itsdan
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RGaffney, I know I said thank

RGaffney,

I know I said thank you for your input already, but going to repeat my thanks to you and everyone else who took the time to respond. It's kind of surreal that all I have is an idea, and one I hadn't had much time to really think about in a few days, and yet here are other people who have spent time contributing. So again to everyone, thank you.

I go back and forth with tiles vs cards, but ultimately they wouldn't be mechanically much different so I don't want to get hung up on it for now. As far as their use though, you basically summarized how I saw it working. I suspect there will be a 'restocking phase' triggered at some point, whether that's end of each round, odd numbered rounds, whatever. Perhaps with diminishing stock as the sale goes on. I think those are ideas I threw out before.

Reading your list I'm realizing there could be room for variation in the items, for example you only need one weapon but you need to collect and entire SET of armor. Acquiring those items could be slightly different to fit the different requirements.

As you say I'd include more items, but I think I'd need to still have classes. Suggesting players get a specific item when there may only be a couple in the set would be difficult, but saying 'a ranged weapon' and having a few different models in there would work. They could come with modifiers to differentiate them. I could, if the game needed it, at a 'synergy' system. So there's ultralight armor and enchanted armor, and ultralight weapons and enchanted weapons, and while you can have either, having multiple items in a 'set' provides some bonus.

As for my discussion with my gaming group, ended up only being one person, but he's the biggest gamer and only role-player of the group so it worked well. A few things that came of it:

- I'm leaning heavily towards the game being cooperative. This may have been tainted by the fact that we mostly played coop games the day he was here, so perhaps it was just on our mind. Either way I still, detatched from the day, think an adventuring 'group' may be thematically better than a bunch of individuals competing. I could also explore two rulesets but I'm not sure that would work well and it would be confusing which was the 'real' game and which was the variation.

- To borrow the RPG cliches, I need to involve dice in some fashion. My own preference is for diceless games so I ignored them on my initial brainstorming, but I think it's a good point that was raised on my gaming day.

- The idea was raised to have both major and minor quests. Minor quests could be completed by a subset of the whole party during the day. The major quest would need to be completed by the party as a whole at the end of each day. There may be some trouble 'scaling' the quests to the number of players, but that seemed doable. Minor quests might take players out of the store for some period of time.

- Just today I started to picture the major quests being, maybe this is corny, but mad-libs style 'stories'. Imagine a story written out with some blanks, such as: "The troll approached, [player] raised his trusty [melee weapon, d6 > 4]". The "d6>4" notation would indicate the player must roll a d6 and get above a 4 to 'accomplish' this piece of the story. A failure to roll could be countered with some kind of ability cards or the 'sentence' could be completed by another player instead. Successful attempts would place the item token (and I'm realizing I'd need player color tokens or something similar if I'm going to have blanks for player) on the storyboard such that if the group is successful it would be a complete telling of the groups adventure. This is a very new idea, has MAJOR issues with scaling to the # of players, but it's not something I've seen done, although that could be it's unnecessarily complex.

- Related to the above but from a mechanical standpoint, rolling dice to determine success of an action gives the players incentives to 'overprepare'. If I incentivise them to get what they need and get out of the store as quick a possible it would create an interesting tension. It's not entirely dissimilar to the system used in "Hooyah", players can spend more time preparing but it leaves less turns to complete tasks, and can even cost them hit points.

- I think one of the initial things I wanted to capture was a crowded store. If the game is cooperative (or even if not) I think I should have other 'people' in the store. This led me to the idea of having other shoppers (colored cubes, standees, miniatures, whatever) come onto the board. I'm seeing it as shoppers being in the various areas of the store and in order to grab the item you want off the shelf you need to shove your way past them. More shoppers requires more shoving (which may be die rolls), with bonuses for other players being in the same area of the store (e.g. roll 1 die + 1die for each other party member in the same area, or something like that). Some mechanic would move people around the store to various areas.

- I'm mentioning areas above because I'm also basically set on using zone based movement, letting players be in say 'men's clothing and armor' as a zone and being able to move to adjacent zones, without the grid I'd previously illustrated.

Okay well, that's a long update.

RGaffney
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I'm working on a game now

I'm working on a game now that involves NPCs and to be honest i kinda wish I wasn't. It's a much simpler, much less ambitious game than this one and it's overburdened by trying to run mechanics that allow game characters to play themselves without constant attention of a DM.

If you want a D20 involved, you might as well make that control the NPCs (you are going to need something random like that anyway) but I would encourage you to stick to your euro game impulses and avoid blind chance. Instead consider incorporating that thematic element in other ways; maybe the holy symbols are in adoration to the Random Number God and look like a d20,maybe when something bad happens you call it "rolling a 1" think Munchkin

Itsdan
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Joined: 05/19/2013
I ended up solo-playtesting a

I ended up solo-playtesting a npc version of my idea using munchkin quest standees, I agree it just didn't feel fun. If I incorporate this idea it will be in a simpler form, a little closer to pandemic/defenders of the realm with units simply 'filling up' an area, although I really want to avoid being too derivative of those games. I think at most, the # of units in a part of the store would add to the difficulty of getting an item from that area.

And I don't think I'd use a d20, just dice in some limited fashion, perhaps just for placing crowd pieces, I'm otherwise much more inclined for euro style gaming.

At this point I have so many good ideas I just need to spend some time in excel and photoshop mocking up an initial implementation that I can play through myself or with my playgroup as a real game and not just brainstorming.

Skancke
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Joined: 06/15/2013
Hi Dan

I realize I'm a little late to the party, but I had to wait for my registration to be completed. I actually created an account just to reply to your thread (which has developed quite a bit since the time I began registration).

Anyway, here are a few thoughts I had.

I think you could put some humor in the store by including some unhelpful, underpaid workers. Maybe they wouldn't be tied directly to any mechanics, but could be part of the story or artwork.

I also think that the act of moving around the store could be very boring for players. Maybe you want to include some monsters or other shoppers to make it more eventful. It could be like a Black Friday sale, where everyone is fighting for the good deal(s), which are gone fast, and then people just have to buy stuff full price.

I think you had mentioned items having variable durability. For the sake of simplicity, you could also have them be "used" and discarded at the end of each job/quest. Then the amount of the reward for completing the quest would have to take the cost of each required item into consideration. This would probably also depend on how much work it is to go to the store and buy new items.

I really like the mad lib type theme, and I think it's very unique. It could be creating extra work for players that doesn't impact the mechanics, though. I think casual gamers may have fun applying silly, nonsensical names and themes to the game, but I think most RPG gamers would not be interested if it wasn't tied to a game mechanic. Maybe you could have certain modifiers that actually impact the power of items and/or monsters. Still, that would mean you'd be naming those modifiers, so it wouldn't be entirely mad lib style anymore, nor would it be entirely unique.

I was a little disappointed when I saw that you decided to change to a co-op game. It's not that I don't think that's a good idea; I just really liked the idea of players competing in the store to get the items they need. I had this solid image of a crazy sale where players get trampled and people are ramming each other with their carts and maybe players could even engage in combat in the store if they were fighting over a certain item. But again, I definitely don't think a co-op game is necessarily the "wrong" way to go, and after all, it's your game!

Itsdan
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Joined: 05/19/2013
Skancke, Thank you for

Skancke,

Thank you for registering to add your thoughts to my thread, please know it's appreciated. I actually stepped away from the idea for a couple weeks but am looking forward to trying out some of the mechanics soon. I still go back and forth on the cooperative vs competetive, and am still undecided. I may have to 'lightly' design two versions and see what I think works better.

The competetive version would be about manipulating items/other customers in the store to make it harder for opponents to get items while trying to collect the items you want.

My cooperative idea is working out to be more 'collaborative'. A cooperative game with a heavy emphasis on 'group' actions. I'm going to try it as action points where you need other players to join in your action. Like grabbing an item on a shelf costs 1AP but if there's 3 other shoppers you may need +3AP to shove them out of the way. If you don't have enough, another player in the same zone could help. In this way each 'round' would involve every player getting their allotment of AP reset, and instead of going around the table like most games, the players could take actions in any order they agreed on, continuing until all players had exhausted all their AP. It's an idea I haven't seen (doesn't mean it isn't out there) but it could be interesting. I dislike cooperative games with little player interaction (such as Elder Sign) so going the extreme opposite may be fun.

Itsdan
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Joined: 05/19/2013
So I'm fleshing out the

So I'm fleshing out the competitive version. Here are some ideas I'm trying to work off of.

Map:

Larger areas but with entry points, such as this: http://img8.imageshack.us/img8/4783/sfmap.png . Movement in the map I was previously considering would be a little too boring if not for some movement limitation. I'm anticipating using zone based movement, so when you're in one 'room' you're in the whole room and can exit to any adjacent space. I'm hoping I can make the store area into 'tiles' that will have multiple configurations they can be laid out in. This would help keep replayability high and make adding new areas possible down the road.

Related I expect each area will be devoted to a group of items as well as an action or actions. For example one room may be the armory, in the armory you can search for weapons and armor but there may also be an action such as hiring the local armorer to improve or repair an item. I was debating using a "deli ticket" type system for some actions so you take a number then have to return when called, thematically interesting but I'll see if it works in the game.

Example areas might be Armory(as above), Apothecary (medicine, potions, likely also healing items and food), Bookstore (spells, thinking about having 'research' the player can do to make a task easier). Sporting goods (ropes, torches, etc). Certainly curious what people think could be 'done' for actions in each area. I think the number of areas will ultimately correlate 1:1 with the # of item categories the players will collect from.

Gameplay:

Gameplay much as described above would be set collection. A number of jobs would be available to all players. Players would also have private jobs only they could complete. I'm anticipating that twice a day (when the store closes for lunch, then when it closes at the end of the day) players will have an opportunity to complete quests. Completing quests will entail using items they collected to fufill requirements. I'd likely use a light dice rolling mechanic (higher level weapons giving rolling bonuses, but any weapon CAPABLE of meeting the weapon requirement). I'd like to include minor-quest cards that are "things that come up along the road" during a quest, they would be easy to complete minor tasks but may cost the player cards or time. (e.g. attacked by thieves, roll a d6 on 3+ you scare them off, a roll of 1 or 2 they steal 1 weapon from your pack).

I think I'll need to implement a money system, as a reward for tasks as well as a way to make choosing items to take mean something. I think for this reason I'll need to both limit the # of items in the game, otherwise players will waste time collecting things w/o having any clue what might be needed, and expose more jobs in the jobs board so they have more sets they can knowingly work towards.

Baddies:

I'd like to have a 'crowd' in the store. Likely wooden cubes, perhaps a few different types. Event cards or a die mechanic may bring them in at the end of each turn or round. They would be in an area of the store, perhaps moving around, crowds being in your area will make taking actions harder. This could be where a lot of lighthearted 'combat' actions could be used to scare off these baddies, send them to another area, etc.

Other:

Just working on some 'shopping' or 'sale' thematic elements. The event cards that bring in baddies could indicate sales in certain areas and such.

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