August 2014 "Immortal in time"
We have a winner!
Ritual Statue Building
Congratulations to the winner, now let's head over to the critiques area for a discussion!
Entries are in!
Take your time to read through them. In the end, a lot of designers rose to the challenge!
Remember that you get three medals to award:
- Gold (3 pts)
- Silver (2 pts)
- Bronze (1 pt)
If you submitted an entry you must vote or receive a Pyrite (-3) medal.
Please Read: Details on entering the Game Design Showdown.
August, the month formally known as Sextillus in the Roman empire was changed to honour Augustus Caesar. It was even given 31 days so none could claim it was inferior to July (Julius' month)!
These monthly titles have secured their places in history (although others have tried this method). And what greater glory is there for an emperor than to be remembered forever?
And now your challenge is to design a game where, thematically, players or characters or something is trying to be immortalised. That's the main drive in the game.
And here's the mechanical restriction: you can't have any numbers. And for those who want to know the essence of this, here are some examples: No printed numbers, no symbology representing values of comparison (green=5, for instance, or blue > green > red > blue), and no SCORE. The point is to see what you can do outside of just playing with the economics of a game. Game theory works really well when you put numbers to players' priorities, and in most games you have literal numbers that represent the "values" of things. Whether that value is a combat statistic or an income, or whatever, the conversion to the language of economics is already done.
I want you to create a game that never converts to the mathematical language of game-theory. Don't enumerate people's priorities for them, let them do it themselves. Social games like Dixit, lovely pattern making games like Tsuro, and some negotiation games like Quo Vadis (to a degree), don't use numbers. Okay, Quo Vadis keeps score, and that's a no-no for this contest.
The main example of actually using numbers you CAN do would be to count votes. Votes are a way of directly tracking decisions people make and reflect our un-enumerated priorities.
If you'd like more clarification, ask in the comments and questions thread for this contest. Also, it'll be great to get some discussion started on that by people who completely disagree.
On to the brief:
YOUR CHALLENGE
Theme: Immortalising someone/something for all time, in the annals of history Mechanic restriction: NO NUMBERS, NO SCORE. Only counting "votes" or something similar.
Now the details:
Word Limit: Standard 500 word
Voting: Award a Gold, Silver, and Bronze (worth 3,2, and 1 points respectively) Medals to your three favorite entries. Any entrant that does not award all three Medals will receive a Pyrite Medal (that's "Fool's Gold") worth -3 votes!
When submitting your entry: PLEASE USE THE FORM LINKED HERE.
Submissions: Friday the 1st through to Friday the 8th.
Voting: Through the 15th. Votes will be through a form (link posted after submission period is ended).
Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:
Entrants may not assign any Medals to their own entry!
Entrants must assign all 3 Medals.
An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.
Comments or Questions: Comments and questions about this Challenge are handled on the Comments Thread
CRITIQUES: After voting has closed the entries will be posted for comments and critiques. Post constructive critiques and commentary about the entries to this Challenge in the Critiques Thread.
GDS Details: For more details on how these Game Design Showdown Challenges work, visit the GDS Wiki Page.
Enjoy, and good luck!
-Rich and Mindspike
Concept: It is time to elect the new leader of the Villainous League of Evil Villains (VLEV). Interested villains campaign by posturing, describing in detail how they would achieve nefarious plans volunteered by VLEV members-at-large. After the end of the posturing period, the candidates vote for another candidate. The villain with the most votes takes the prize.
Players: 3-8
Play Time: <30 minutes
Components:
-20 Villain Cards
-80 Scheme Cards
-30-second timer
-Pencil and paper
Setup:
-Each player is dealt a random Villain card. This card details the Villain's name (for example, Doctor Dastardly) as well some defining traits of the Villain (for example, Volcanic Lair, Bionic Arm, and Mind Control). Players introduce their Villain in the first person in an exaggerated and dramatic fashion.
-The player whose Villain's name comes earliest in the alphabet goes first.
Turn Sequence:
-The active player draws a Scheme Card and reads it out loud. Each Scheme card contains a Goal (World Domination, Build Resources, Kill Heroes, or Recruit Support) and an Objective that would help a Villain achieve that goal (for example, a World Domination objective could be "blackmail an influential Senator", and a Build Resources objective could be "rob a bank").
-After reading the card, the active player turns over the timer and has until time runs out to, in character, explain how his or her Villain would achieve that Objective.
-When the player's time has expired, the player to his or her left starts the next turn.
Ending the Game
-When a player draws a Scheme cards with the same Goal as a Scheme card that player has previously drawn, the end of the game is triggered. Keep playing until all players have had an equal number of turns.
-After the last player's turn, each player writes down the Villain who he or she would nominate to lead the Villainous League Of Villains. Players cannot vote for their own Villains.
-Once all players have voted, the votes are revealed. The player(s) with the most votes win.