Skip to Content

Tymor - Thanks and Feedback

2 replies [Last post]
rgbiv
Offline
Joined: 02/28/2013

Ladies and Gents,

Wanted to offer sincerest thanks to all of you who organized and participated in the Game Design Showdown this month. As a fairly new BGDF member and a first-time game designer, it means a lot to me that y'all responded positively to Tymor. Thank you so much.

Had a few follow-up questions for the participants and voters:

1. What aspects of the rules/concept resonated with you?

2. What were the most problematic aspects of the game?

3. Do you have any other questions/comments/feedback about the game, my design process or plans for the future of Tymor?

And of course, I'll be happy to provide similar feedback to any other designers who'd like to discuss their games.

Thanks again!

Rex G. Baker IV
Montrose Games LLC

Aspirinsmurf
Offline
Joined: 07/06/2013
A few comments

While I did not participate or vote in the contest, I read the rules and wanted to give some feedback!

rgbiv wrote:
1. What aspects of the rules/concept resonated with you?

I really liked the different dice for the different seasons! That was a nice, original touch! Could you provide an example of how such a die would look like?

The general tone and feel of the game is tightly integrated with the mechanics, which is something I really enjoy. I could almost feel the passing of the seasons and the struggles of frontier life while reading the rules. Good job on that!

rgbiv wrote:
2. What were the most problematic aspects of the game?

The season tracking seemed a little convoluted to me. Can the seasons actually cycle backwards? Also, how can you anticipate the coming season if the progess is just determined by a roll of the dice? I think this could be done somewhat more elegant, to the same effect. Cards? Rondel? Oracle bones? Something that would actually let you divine the future would be awesome!

Moving on, the hidden orders mechanic suggests to me that diplomacy and negotiation should be a big part of the game, but I'm not entirely sure if this is actually the case. If some decisions are just strategically superior (due to the season or whatever), why bother with diplomacy at all? And if there's little diplomacy, why are we hiding our orders? If there were multiple paths to victory (e.g. controlling more than n settlements, having the largest army, etc.), I think more diplomacy would be possible.

As a caveat, I'd somewhat caution against this. Too much secret allying and backstabbing doesn't really resonate well with the theme, in my opinion. People tend to stick together when natural hazards are common occurences. Perhaps provide some stronger incentives for alliances? Since there's only one commodity, there's no reason to trade anything either. Perhaps there should be more resources, like food, wood and gold?

rgbiv wrote:
And of course, I'll be happy to provide similar feedback to any other designers who'd like to discuss their games.

I'd love to share thoughts with you in the future!

Aerjen
Offline
Joined: 08/28/2008
Secrets

Hi Rex,

Still secretly working on Tymor I see :)

I'm looking forward to playing it. Just wanted to mention that if you've already sent it out, but still want to make some adjustments to the rules that I'm happy to incorporate those if I get them before Sunday.

Cheers,

Aerjen

Syndicate content


forum | by Dr. Radut