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Origins

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Zak Eidson
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Joined: 01/27/2017

So the concept for this game actually developed from the title. In this case, Origins. The general concept was a game that as you played would tell the story of how a person who develops a super power, travels the path either to becoming a villain, or a hero. The board would be divided into city blocks with key places located in various blocks, moving to a block with one of the key places (ex: church, morgue, power plant, etc) results in an encounter and depending on the response to the encounter, results in equipment or development towards a new power, as well as pushing the character either towards the villain side or the hero side; right now I'm calling them Victory Points. The characters starting in the middle of the bar and working one direction or the other. Victory being decided by the first to reach either full villainy or full heroism, and then reach the city square on the board. That's kind of the general overview.

The concept I like, the mechanics I'm a little fuzzy on, specifically I'm not sure how to go about creating specialized encounters without writing a big book of encounters (I'm thinking some use of cards, but how to specialize based on the key place the character is at?) I'll gladly except any suggestions, but that's my general concept.Let me know if there were pieces I wasn't very clear on I'm sure its somewhere in my notes.

FrankM
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Joined: 01/27/2017
Distinctive paths to victory = awesome

Hey Zak, this sounds really interesting. This could go any number of directions, so it probably makes sense to get a feeling for the story you want to emerge from the game. Just a couple not-even-half-baked reactions:

Do players get to choose which direction they go? Maybe each card has two or three or four different solutions, with differing levels of risk, worth differing numbers of Hero or Villain Points if successful. (A lost traveler is being mugged, and the situation is deteriorating rapidly. Easy to disprupt/distract for minor Hero reward, hard to apprehend the mugger for bigger Hero reward. Dead simple to pick the unconscious victim's pockets afterward, very hard to con the mugger being a pawn in a bigger caper.) Alternatively, Fate decides the character's journey, in which case you need other avenues of player agency so that everyone can have fun even if they went down a path they would not have initially chosen for themselves.

Another story element is whether you want a single axis of Hero-Villain, which offers clear goals to the players, or something that allows vengeful heroes and utopian (in their own mind) villains at the cost of putting a lot more on the players' shoulders for weaving a coherent story.

There's no right or wrong answer here, but I think that thinking about this early will help create a set of mechanics/narrative/art/etc. that tie together well. It should help you decide if there are "Hero" and "Villain" decks of encounter cards, or location-specific decks, or something else entirely.

The Odd Fox
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Joined: 01/19/2017
Unintended consequences

Though this would probably complicate the game too much, it might be fun to have some unintended consequences at times. Your goal may have been to stop the villains and move up the Hero track but instead you inadvertently aid them (bad die roll or something) which pulls you down the villain track unexpectedly. If this kind of mechanic were to be used then the Hero/Villain track would probably need to be the media's perception of you. Thus all of your efforts would be to appear in the public eye more as a hero or villain.

Just a fun thought.

krone9
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Joined: 01/28/2017
maybe your encounters are

maybe your encounters are built from a combination of components?

eg
location :bank
objective :steal/prevent theft
relevant item : the kohinoor diamond
complication : school party present

perhaps you have items or skills needed to overcome these things to either prevent or accomplish the objective. maybe you have dual cards which could be played either way and missions which give you bonuses to certain things - that you draw each round

eg Uncle Ben is murdered in frony of you. Get 5 hero points for meeting your next successful hero objective OR get 10 villain points for taking vengeance on someone

just random thoughts!

Zak Eidson
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Joined: 01/27/2017
On the subject of encounters...

FrankM wrote:

Do players get to choose which direction they go? Maybe each card has two or three or four different solutions, with differing levels of risk, worth differing numbers of Hero or Villain Points if successful.

That is what I was intending when I began developing the game, and after the suggestions something clicked for how to go about instigating this while limiting the number of cards involved. Tell me if its too round about; however, what I'm thinking is a deck of general encounters and two or three specialized encounters for each place, then use tokens or chips of some sort labeled 1,2,3 or general in some way thus telling whether to use one of the three specialized encounters or pull from the general deck.

FrankM wrote:

Another story element is whether you want a single axis of Hero-Villain, which offers clear goals to the players, or something that allows vengeful heroes and utopian (in their own mind) villains at the cost of putting a lot more on the players' shoulders for weaving a coherent story.

This concept is interesting, I'll need to think for a little while to figure out how to implement it. I'll get back to you if I come up with something that allows me to balance the "story" with play.
Krone I like the idea of adding "complications" to the encounters, and Fox your idea for inadvertently moving the wrong direction are both interesting concepts- I'm wondering if I could merge them in some way; though, at that same time I'm wondering if it might be biting off more than I can chew, and I'd really prefer not to choke the game by trying to do too much.

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