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Big Bad Effects and Possible End Game Scoring Effects

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MarkD1733
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Looking for some out of the box ideas for how to incorporate a Big Bad type character in my press-your-luck dice game. The character is the ghost-owner of a haunted manor--let's say the patriarch of the family who haunts the house along with you, other ancestors also haunting the house. Your job is to scare all intruders who enter the house. You do this by rolling dice to meet or beat the values on the intruders. If you suck at haunting, Big Bad evicts you and kicks your ghostly butt to the street. The Big Bad is kinda too absent from the game--he's in the background (almost strictly narration and a couple artistic nods), and I would like to make him more of a direct impact on the game. The impact can be immediate or delayed. I have attempted to make end game scoring effects which the Big Bad can affect each time certain condition(s) is met. Some concepts include:

1) No effects are revealed at the start of the game. Reveal a new negative end game scoring effect each time the condition is met.
2) Reveal all negative end game scoring effects at the start of the game, but they don't affect until a condition is met. Each time a condition is met, one of them is activated.
3) Reveal positive scoring effects only. Each time a condition is met, one of these is removed from the final scoring.
4) All effects start as positive (adding points) and are revealed, but each time a certain condition is met, Big Bad flips the condition to a negative impact (losing points in some way; the opposite of the positive way).

Also, is there something Big Bad can do in between turns? I am thinking like how Dr Lucky roams his house programmatically for you to try and kill him. Currently, the intruders move per some AI procedures. Can Big Bad so something similar without too much fiddliness?

The one thing that the Big Bad does currently is end the game after conditions have been met so many times. However, in this regards, Big Bad is just an "menacing" end game trigger (this one does exist). I would like something more. Do I need more?

My only constraint is that thematically, Big Bad is more or less punishing, hence the leaning towards negative impacts. I did try a Clank-style player elimination, but that wasn't met to favorably.

I look forward to your ideas and suggestions. Thank you!

Mark

FrankM
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Don't have any specific ideas...

I don't have any specific ideas for your Big Bad, but you're on the right track trying to weave it into the fabric of the game.

Off the top of my head, I'd be loathe to flip an accomplishment (that a player spent time and resources to get) into a penalty.

But having him randomly show up and say "I have a headache, no howling or screaming tonight." might work as a one-round or few-round-long limitation. Of course, if the ghost uses some kind of "howling" effect they get punished, but if they cause one of the humans to start "screaming" it might also bring down punishment. I saw might because there's a possibility the Big Bad can't figure out who incited the scream, or they might take out their displease on the human directly (removing the ghost's opportunity to get credit for scaring out that human).

Mensian
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Events

I have several thoughts about the Big Bad.

1. If you want him to interfere with game directly, you could use EVENTS (a card drawn at the start of each turn, affecting all players) that are "the reflectations of the mod of the Big Bad". When he is angry, then ... happens, when he is happy, another ... happens. These effects may help or hinder players efficiency in doing their job.

2. If you want to get Big Bad heavily into the game, you could make it a "living" being, giving him some personality, and a Big Plan that he wants to achieve. Give the players a conspiracy questline through which characters discover sparks of the Big Plan (and maybe a possibility to choose if they want to be Big Bad's allies or enemies).

I like the idea if he stays behind, so I would not show him on the map. Maybe through some minor effects in some rooms, like: "You feel XXX and you know that something is wrong in this room."

MarkD1733
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Big Bad Effects and Possible End Game Scoring Effects

Thank you for the ideas. I think I prefer to have effects that happen during the normal game play rather than at the end. The latter situation gives some uncertainty and hopefully some suspense to the outcome. However, figuring out the end game results could detract from the satisfaction of the game, in addition to any effects that simply detract or subtract from what has been accomplished (II agree with Frank M's "loathe" comment). I think having something more immediate would be more thematic.

I know I haven't given lots of details, but bear with me for the moment. What if the Big Bad hangs out (sleeps, haunts, etc.) in a random room. If an intruder is scared into that room, that triggers the effect. Then the Big Bad moves to another room. However, this situation does not necessarily drive the game to the end like I mentioned previously. Rather, it simply changes up the game state a little bit, including some scoring impact (or other game state impact).

In this idea above, I think I would need to have "unequal results" ... because setting everyone back the same amount doesn't really move the game in any direction. It would be a non sequitur. Rather, the Big Bad would take its anger out on the player that or has the most/least Right now, the only resource that's really in play is ectoplasm, which is deposited each time a player scares an intruder. Could the Big Bad scare the intruder one additional space, but end the player's scaring (still scoring points).

Do you think that this would work best if the location of the Big Bad was known or unknown? What would be the best way to hide/reveal the Big Bad's location? Or is this simply known by the players at all times?

Mark

FrankM
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Where???

MarkD1733 wrote:
Do you think that this would work best if the location of the Big Bad was known or unknown? What would be the best way to hide/reveal the Big Bad's location? Or is this simply known by the players at all times?

This depends somewhat on how coherent you want his location to be, which depends a bit on how long a round is supposed to last. If he can plausibly get from any location to any other location between rounds, there's no need to make up complicated movement rules: he pops up at random.

If the Big Bad hasn't been seen this round, any time a ghost or intruder enters (or sees into?) an unoccupied location they might find the Big Bad there, plop down the Big Bad figurine. Disturbing him (ghost or intruder enters his room) causes an effect. Then remove the figurine at the end of the round.

You'll want to think through more than one disturbance in the same round: same effect, intensified effect, new random effect, fixed "you bugged me TWICE" effect? Also weaponizing the Big Bad: can one ghost provoke the Big Bad in a way likely to impact an opponent?

MarkD1733
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Big Bad, hidden location and surprise effect

So, my gut tells me that keeping the Big Bad's location hidden makes for some suspense. If known, the player's will most likely avoid the room with the Big Bad in it, which make him present but as an impediment (which could be fine as it means the board state is changing occasionally). That could still have some interesting gameplay, but the suspense of not knowing should help keep tension high...assuming the "surprise" is sufficiently impactful without being "loathsome," as you put it. Is there as simple way to do this? One way I can see using this mechanism is to place tokens in unoccupied rooms, one token having "Big Bad is here!" on it. A simple effect could be that the intruder is scared one more room (according to its movement AI/preferences), and your turn ends (but it's not a bust, and you can score). My only reservation is that it's another piece on the board, and the board is fairly busy with pieces, and I am afraid that adding this to the rules will complicate the game and add to player downtime. I could be wrong on that, as the complete experience may be more enjoyable despite downtime. Only way is to playtest. Thoughts on that?

In contrast...

End game effects have the benefit of not knowing exactly how scores will finish (unless someone is far ahead in points) and they wouldn't interrupt "during-the-game" gameplay. On the downside, my effects could be very "swingy" point-wise. My last playtest indicated that players actually didn't pay attention to the end game effects. There were 7 effects, all of which were positive (i.e., bonuses). If a certain condition was met, the Big Bad would advance and flip the effect to the "mean/angry side" which were negative effects (i.e., penalties). Only 3 or 4 of them got flipped during game play (but if all 7 got flipped, the game would end immediately), so we had a mix of bonuses and penalties. The scaring (the primary action) was the players' priority, which makes sense. We (I was one of the players) or less ignored the end game effects, good or bad...me included. That makes me think that these end games scoring effects are generally not effective, or at least interesting.

Thematically, the Big Bad wants to sleep and gets annoyed, angry, etc. when these intruders intrude. The Big Bad's effects should be "punishing" or at least to the players' detriment in some way. Currently, the effects happen when an intruder is killed off or when the intruders collect enough evidence to end the wave.

Thanks for this conversation. Thinking through the responses is helping me think through this game design.

FrankM
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End-game effects, but early

If your playtesters are ignoring stuff that won't have an impact until final scoring, I'd suggest making the impact earlier.

Instead of "valuables dropped by intruders earn +1 point each" it may work better as a Big Bad mood that increases the score for making an intruder drop something while mood lasts (that turn, N turns, until countered by a contradictory mood, whatever).

It adds some surprise during play, and may upend some strategies, but does remove the suspense factor.

MarkD1733
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Big Bad Effects - more thoughts

After playtesting my game at UNPUB 2023 last weekend, I got some great feedback and several ideas about how to possibly integrate my big bad into the game better. So, right now, per the narrative, the big bad is "sleeping" and when non-player intruders wander into the big bad's room, he scares them and then moves to another room (determined randomly by rolling dice). The intruders wander per programmed movement that the players can control to a certain degree. However, the players simply played such that avoided the room he was in and he never really moved.

So, now the new idea is a little simpler...you trigger the movement of the big bad in some way on your turn rather than the automatic trigger for the intruders after each player. Rather, let the big bad trigger the intruder's movement...but the intruders still move per their program/AI.

As a result of whatever change I make, I want the players to have more agency and give a little more interaction. However, it could go a couple different ways. So, here is the question, what should the big bad and intruders do now to affect gameplay/scoring?

Previously, I had the intruders collecting stuff the players placed in the rooms, with the rule that they would collect from whomever left the most stuff there. This would lead to VP deduction for that player. I am wondering if the big bad should collect it instead? Maybe this is irrelevant as it is more of a narrative question.

For example, let's say 3 players left stuff in the room (let's say blue left 1, yellow left 2, and red left 3). With the current rules, if the intruder steps into the room, it would collect 1 from red. If there was a tie for most, it would collect one from each of those tied for most. But what if you move the big bad, and he collects the stuff instead (ignore narrative). He could collect:

- From the most only
- From the active player only
- From all the other players (i.e., except the active player)
- Activate some scoring for the least only
- other ideas?

Then depending on which scenario, should the active player gets VP rather than deducting VP from another player(s)? Or are penalties okay? This is probably more of a player feeling question rather than a rule-balancing question. Narratively speaking, it makes more sense thematically that the big bad would hurt players rather than reward players. That said, there is debate on whether it's better to always reward rather than penalize. Thoughts?

Lots to unpack there. Thanks in advance for the comments.

Mark

MarkD1733
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End of Game Scoring - more thoughts

Also, I played the end of game scoring differently during a couple playtests. Instead of end of the game, I did less scoring tiles (3 tiles) and scored them at the end of each wave. Each wave had a different set of tiles. Players clearly could focus on 3 for the current wave rather than 7 over the course of the full game. This seemed to work well.

This mechanic works with the big bad movement/triggering as discussed in my other part of this thread. If the big bad is triggered, he flips the tile from bonuses to penalties, which can make the game pleasantly swingy, but certainly knowable. Now, I just need to make that triggering mechanism work smoothly, and all will be good.

Mark

FrankM
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Sounds like you got lots of good feedback

Glad that the playtesting seemed to go well.

Feel free to ignore if you think it works with your theme, but I'm still jittery about turning a bonus into a penalty.

One idea is to keep the 3 bonus sources as bonus during the round, but an angry Big Bad can introduce one of the tiles from the other waves in its penalty mode?

It could still use some of the players' past work against them, but it wouldn't be things they were actively trying to do a moment ago.

But maybe extreme swinginess fits in with the theme.

questccg
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I didn't read the entire thread ... But

MarkD1733 wrote:
...Now, I just need to make that triggering mechanism work smoothly, and all will be good...

Couldn't you use some kind of Push-Your-Luck Mechanic to "trigger" the "Big Bad"?

Again I read a bit in diagonal, since some members seem more in-tune with your design and I honestly don't know all the DETAILS.

From what I read, the problem was that the IF the "Big Bad" was restricted to one room and players knew which room... They would AVOID triggering him. And if he was to be RANDOM, you could not find a way to make this work (Am I on the right track???)

So from everything that I KNOW... Is that IF there was a DYNAMIC PYL mechanic which would trigger the "Big Bad" it could be due to the players greedy nature. Is this game COOPERATIVE??? Or is it more COOPETIVE??

Meaning that each player works as a team but is also motivated by their own SELF-INTERESTS.

When I say DYNAMIC PYL, I mean it is REAL HARD to trigger the "Big Bad" EARLY on in a game and very likely towards the END of the game. I think these seem to line-up with what you wanted, no?

How to IMPLEMENT it... Well I don't know enough about your game to be able to discuss resources, earning "victory" points, how to win the game, being more competitive, etc. I just share with you the thoughts of a Triggering Mechanic as per your latest comment.

the HOW(?) remains to be seen... But maybe PYL might be your answer.

Sincerely.

Note #1: Picture a mechanic like "Pandemic" where you insert "Big Bad" cards into a Deck and use the remainder for playing purposes. After the "3rd"(?) manifestation is drawn ... That triggers the "Big Bad"... A bit like the "Infestation" cards in "Pandemic" which "escalate" the normal flow of the game.

Each card "drawn" can have some MINOR "effects" on the game overall, and once all three(?) are drawn the "Big Bad" reveals himself...

Note #2: And since you have a DICE PYL mechanic... How this is PYL IDK... But anyhow something SIMPLE like for EVERY DIE you roll, you DRAW that many cards. More dice = more draws = higher risk for the "Big Bad" to manifest itself.

What do you do with the OTHER "cards"??? IDK, could they be items the players can use somehow?? Or can they mean other locations in the area of play?!

Like I said in the previous note, it's your game... You might find a way of integrating the DICE and PYL Cards into something decent and playable.

Note #3: Splitting the Deck into 3 Piles of the SAME COLOR. Let's say there are 30 Green Cards and 20 Yellow Cards and 10 Red Cards. As an example. You KEEP the piles SEPARATE. Once you encounter the "Big Bad" in the GREEN PILE, you move on to the NEXT PILE (YELLOW) and same process in the end from the "YELLOW" to the "RED" PILE... And once you reveal the THIRD "Big Bad" in the RED PILE, this has some kind of consequence (or the game ends)... Which ever is more interesting as an OUTCOME.

Note #4: Some of those drawn cards may be also "BLANK" and give that player no benefit. While as I mentioned earlier, some of those cards can be ITEMS that help a player do whatever it is the players' are meant to do.

So the Dice PYL and Card PYL can be synergistic and drive the OVERALL PYL-feel for the players in tying the "Big Bad" into the other aspects of the game.

Note #5: This creates also multiple reasons for PYL. Why(?) Well it means that whatever you are trying to ACHIEVE with MORE Dice Rolls, also gives you the benefit of additional ITEMS (or some kind of bonuses) but it yield's a RISK too: Drawing the "Big Bag" and moving the Doomsday Clock closer to his release...

Of course this will inevitably happen sooner or later... Depending on the GREEDINESS of the players during the turns in the earlier rounds.

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