DreadBall Playtest Day AAR

Back from today’s playtest day at Mantic HQ. It was a healthy mixture of both laughter and deep discussion which made for a very entertaining and useful session. The teams are looking very good and each has its own character and tactical challenge as you will see shortly. I won’t tease you with more details as you’ll have the proper rules for each soon enough. What I will tease a bit is the multi-player game we had afterwards.

We had four games running in all, one each of 3, 4, 5 and 6 players. The testers were on their third game of the day by then, each playing with the same new season 3 team they’d had all along. By this stage they were well into the swing of their new side so they were able to cope with the anarchy of a multi-player bash. And what anarchy it was! Zees are bad enough on their own, but when you get two of them together with another four teams it was more than a little busy round the table. Some photos below. Note that almost all models are proxies.

multi C

The 6 team game made for a very busy pitch.

multi B

Not so much in the 3 team version.

multi A

In case you were wondering who to blame. 

The games came in at between 90 and 120 minutes or so play time, which is about right. Obviously it takes longer to play games with many more coaches, though the first game to finish was actually the 4 player one which ended in a landslide.

Overall the multi-player game is a bit more light-hearted than its smaller cousin and several of the testers said it would make an ideal pub game. I’m not sure the non-gaming public is ready for that, but you never know.

In all, a good day 🙂

Posted in DreadBall - The Futuristic Sports Game | 4 Comments

DreadBall Playtest Day

S3 coverTomorrow is another “secret” playtest day, this time for the new teams and multi-player version of DreadBall’s Season 3. It’s always fun to see what folk make of the new stuff for the first time and how much they manage to break in the first half hour. There’s always something 😉

As you can see from the cover art above, it’s an expansion that’s full of alien goodness as well as a new class of absolutely enormous players that I’m calling GIANTS. One of them has tentacles too.

Tomorrow’s closed playtest session will (hopefully) iron out any remaining major bugs in the teams and make a start on the multi-player game. Those are the first two major elements and need to be built on in that order. The GIANTS come last as they need the framework of the other elements to work within. It would be nice to get everything tested at the same time, but the reality is that even doing two elements is a stretch. Brains get fried ever so quickly at these events.

All of which brings me to something I mentioned yesterday, which is a public testing phase. This will start next week once I’ve taken the feedback from tomorrow’s games and written up any changes that are required. We’ll start, as the playtest day does, with the new teams. They’re things you can easily proxy a few models for and get on the table straight away. All you need is the stat sheet and any new abilities that apply – you know the rest 🙂

If the Deadzone alpha/beta was anything to go by I expect to be quite busy once this goes out…

Posted in DreadBall - The Futuristic Sports Game | 3 Comments

DreadBall Season 3 Teams

I’ve settled on a set of team rules for our next playtest day, after which I was thinking of throwing them out to you guys for comment. They’ve been tricker to develop than previous teams as they’re getting increasingly subtle and thinky in their tactics. But that was always the intention.

It will be interesting to see how they interact with the very straightforward teams from the core game. I’m thinking in a year’s time, perhaps, when folk are really starting to get their teeth into the subtleties of each team and have evolved individual team tactics and styles. I’ll start this off by including a few more tactical hints in with these ones than I did with earlier teams because their real strengths aren’t necessarily obvious on paper. The real excitement is in developing your own though.

Even so, there will be some initial surprise as always with new teams, though I think things will settle down quickly enough. After all, the game only came out last November and we’ve come a long way with it since then. It’s not even a year old.

So I’m afraid that whilst I’ve been up to my ears in new stuff recently, I can’t really show you any for a few more days. Bear with me though, they’re a fun lot and I think you’ll have a blast testing them out.

 

Posted in DreadBall - The Futuristic Sports Game | 6 Comments

More Toys

The more venerable among you will recall me winning a haiku competition a while back, run by Secret Weapon. Well I finally got around to ordering some bits with my prize voucher, and they turned up yesterday.

SW toys

I’ll have a proper look at them later, but for now you can see it’s a pile of skulls and some of the washes I’ve been rather interested in. We’ll see if they do what I hope they do when I get some on an orc.

As a side note, this did also illustrate why I seldom order from abroad these days. No fault of Secret Weapon who handled their end perfectly – however, thanks to customs I ended up having to collect it by hand and pay a hair’s breadth under 50% of the value of the goods in extra tax and charges.

What a splendid way to encourage trade.

Posted in Random Thoughts | 13 Comments

Change of Date

A quick note to anyone who was thinking of coming to the next God of Battles day at Foundry. In a change to the normal first-saturday-of-the-month arrangement we’re putting it back a week till the 13th of July.

If you want to play games at Foundry on the 6th I’m sure they’d be happy to see you there. Alternatively, if you do come along on the 13th, as well as the God of Battles games you’ll also find Ben running a historical refight of a famous Carthaginian scrap.

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DreadBall Results

One thing I’ve talked about before, but haven’t mentioned much of late is the online DreadBall results tracker.

It’s still there, quietly vacuuming up all the results it can find, and you’re more than welcome to add to the data. The more the merrier, and the more useful it becomes too.

It’s worth having a play about with the tabs at the top too. Changing from the last 100 games to the whole data set and back again allows you to see how things have evolved over time (and continue to). I’m happy to say that my predictions over the dominance of the human team has proven to be broadly correct so far, though we’re not done yet and I’m sure there’s plenty more settling to be had. The bad boys at present are the Judwan, though even they are far from unbeatable.

Also of note is the Forge Fathers who seem to be coping fine now. A last 100 games filter shows them at exactly 50/50 wins and losses. Can’t say fairer than that.

Personally I’m most surprised by the female humans and the Orcs doing so poorly, though my previous analysis of the Orcs still holds true (at least in my head). It’s hard to be certain though, which is why I’d like you all to add your results to the mix if you would. Don’t worry about recalling games you’ve already played, just try to add new ones as you play them. Let’s just keep moving forward.

Currently the data set is still small enough to be skewed by a group of players having trouble or otherwise with an individual team. The more games we can include the more the set becomes useful as an analytical tool and the better this helps us to balance the teams overall.

Also, if you know other people who play DB but don’t post results here, please let them know.

Every little helps 🙂

Posted in DreadBall - The Futuristic Sports Game | 25 Comments

DreadBall Season 3 Mutterings

Season 3, or Ultimate as it’s also known, is the next instalment of the DreadBall range and one that you’ll see some more of over the next couple of weeks. As the public testing for Deadzone was so useful we’ve decided to do a bit more with some of the S3 stuff, notably the new teams.

The new bits in Season 3 break down into three main areas: new teams, GIANTS and multi-player rules.

New teams (and MVPs) are the sort of thing you know already and should be fairly easy for you to take and try out for yourselves when the rules have been tidied a little. Regardless of the weirdness of the teams themselves, the rules for using a team are simple enough. Once you’ve played a couple of teams you won’t have trouble with the new ones. As you may remember, there are four new teams in Season 3: Asterians, “Nameless”, Teratons and Zee.

GIANTS is the collective name for the multi-hex players. They’re a bit like MVPs, but bigger.

Multi-player games is simple enough in concept, though less so in design. The challenge is to keep it playing as simple and quickly as it needs to with all the extra coaches and players involved. I’m getting there.

Anyway, watch this space for beta versions of the new teams, coming soon 🙂

 

Posted in DreadBall - The Futuristic Sports Game | 49 Comments

Quirkworthy’s Ramblings: It’s All Mine!

This article reprinted by kind permission of Ravage magazine.

Gamers like stuff. Me too, and sometimes I wonder why the draw to the latest shiny thing is so strong. When I say “stuff” I don’t mean the games themselves. Of course you need boards and pieces to play things. What I mean is all the extra gubbins that we gamers accumulate: dice bags, cups and towers; measuring sticks, a myriad types of “special” dice for every occasion, extra counters, 3D tokens, special cases to carry it all in and so on. Some games seem to be sold on the weight of the box rather than the quality of the game and include all manner of unnecessary baggage. More than once I’ve sat round the table with fellow gamers, discussing some pieces or counters that don’t seem to actually have a purpose other than to bulk the game out. It’s odd.

I’m not pointing the finger at anyone here because I’m just the same. I buy special dice for particular armies, look for nice acrylic counters to replace the card ones that come in the box, and wonder whether I have space for a dice tower on my gaming table. It seems to come with the territory.

 

So?

What I am curious about here is where gaming might be going. If our collective love of extra shiny add-ons to our favourite games is as commonplace as I think it is, then how does that fit with a world which increasingly strives to have digital rulebooks, on-screen games and so on? It seems like a core feature of gamers and gaming is a love for the shiny things that may all differ in detail but which are solid, physical objects. Getting special dice to roll virtually, on-screen just isn’t the same as having them in my hand. Agonising over which coloured sparkly dice are most appropriate for each game or faction, over whether my dice tower needs to be covered in spiral marquetry or whether it can be stuck inside a Cthulhu plushy… these things matter to us gaming geeks. And it seems to be the physical details which matter most. All of these are tactile delights, and ones that go firmly against the grain of the modern world. How can we bring these two themes together?

Now I’m not a Luddite at all. I’ve got my iPad and am happy to upload as many different rulebooks as I can. It makes carrying a wealth of paper reference for a game very much easier, and when the talk around the table drifts into other topics (as it will) I can check other rule sets I might have virtually, or look up things on the internet. All good.

 

A Way Ahead

I think this is a real opportunity. There have been several waves of digital “invasions” of the board game space in the past, and they have generally been touted as revolutionary (then withered very quickly). This has partly been due to the unwieldy nature of older computers. Now, with the near ubiquity of smart phones and the rising popularity of tablets, a great deal of computing power is easily portable (and is already present round many gaming tables). This gives us two obvious routes into the digital:

1)   internet access.

2)   Apps.

The internet is the land of FAQs and help with confusions. It’s full of folk who’ve come across that problem before and know the answer. It’s great for finding out niggly details about game play and rules queries.

When it comes to supporting traditional games, I think that apps are a poorly developed resource. The question here is the crux of my point: how far can traditionalist-shiny-toy-loving-gamers cope with having their shiny toys replaced by a different (digital) shiny toy. I’ve seen various apps for gaming including ones for rolling dice and a clever one for working out who should get the first turn. And so far, in every case, people have been amused once and then gone back to doing it the old fashioned way.

Progress marches on, and the handheld computing power we have now is only one step in a process that won’t wait for anyone. The resource seems largely untapped by traditional gamers and I’m curious to see what use these can be put to.  Where is the balance point between dice and digital?

 

By the way…

How much have you adopted digital assistance in your traditional gaming? Has this increased since you started? Where do you expect it to be in another 10 years’ time?

If you could have someone create any gaming app for you that you can imagine, what would it do?

Posted in Ravage | 49 Comments

We Come In Peace

So here I am, hard at work reading the Mars Attacks comic when the thought strikes me: why are they so angry?

Wherever they turn up in fiction* Martians always attack. Why do we never see Mars Learns To Salsa, or Mars Does The Lottery or Mars Goes For A Picnic? I know Mars was the god of war, but don’t they have any hobbies that don’t involve world conquest, medical experimentation or bio-weapons?

As the president said, “Why can’t we all just get along?”

 

line

* As opposed to real Martians.

Posted in Mars Attacks!, Random Thoughts | 28 Comments

DreadBall, Sucker Punch and Running Interference

This has been on the FAQ to be answered for a while now, and yesterday I took a stab at it. However, the more I ponder it, the more I think that my initial reaction was wrong. I’ll explain why in a minute, but firstly I’d like to wander through some more general points it throws up.

Firstly, as I mentioned yesterday, jumping from one system to another requires a bit of acclimatisation time to get back into the appropriate zone again. I’ve been working on Deadzone a lot lately as well as other projects, and all my recent work on DreadBall has been Season 3 new teams and rules for things like GIANTS and multi-player games. Dealing with intricacies of individual plays requires a different sort of thinking. That’s not an excuse, but it is a partial explanation.

What’s more interesting is the general process of developing a game that continues past its original parameters. DreadBall was initially going to be a single boxed game with 4 teams. As I’ve mentioned before, I find that games have a natural size and so I’d thought about S2 and S3 as possibilities, but only vague ones. Kickstarter rather changed that.

Still, the initial box was the bit that had been played and tested and that was what the extent of what we knew worked smoothly when we started.

When you design something that you think (or know) will extend beyond the initial release, it’s sensible to consider how the core rules can be built upon. Things like special rules are a favourite method of many designers as they allow for characterful rules tweaks to accommodate new playing styles as the game expands without messing with the core mechanics in ways that mean the rest of the game needs rewriting. Their interaction can lead to problems in other places, but in terms of making a game easily expandable they are very helpful indeed. In essence though, whatever mechanical tricks you use, the point is to think about how things would expand and then build that ability in wherever possible.

Of course, the best laid plans are prone to being overtaken by events. As von Clausewitz is often paraphrased: “no plan survives contact with the enemy”, and though it’s harsh to call gamers the enemy when they’re not across the table from you, the general sentiment still applies. However much you plan, it’s likely that as future expansions roll out there will eventually be some unforeseen interactions where either rock meets hard place or everything is foggy.

In the first instance, where two rules directly contradict one another, you simply have to decide one way or the other. There’s no way round that. If two rules both make a unit go first, then clearly something has to give. If an armour always protects, then what if it is struck by a weapon that always penetrates. Both can no longer be true. So, in this sort of situation you have to pick a side of the fence. Hopefully you pick the side that will solve similar issues in future cases too.

When rules are simply unclear and offer no guidelines, then you have to make up new directions to help the player, and these situations are usually trickier to untangle. Typically there are arguments for a number of different interpretations, many of which have merits, but all of which cannot be true. Most designers have a sort of internal set of rules for themselves by which they resolve these problems. Personally I tend to favour the minimalist approach: which version requires least change/addition? Of course, that is too simplistic a formula to work on its own every time, and in reality you have to also balance how you think this will impact future planned additions and changes. Knowing where you’re going is very helpful, and new facets of a game can be used to help old problems. Sometimes this is planned, as with the additional Jack rules in Season 2 of DreadBall, other times it denotes a change in direction or an adaption to the way the game has evolved.

So what of this particular question? Slamming, Running Interference and all that?

Well, after re-reading the rules a few times, I think my initial response was wrong. Whilst the rule is about the initial position of the Slamming player, it is also about the side of the target he hits. What the rule actually means is does the Slamming player move from being in front of the target to being behind. If we take this as the rule then the answer is what I initially said: no, it’s not a foul if the target is the one causing you to hit them in the back. However, this is not what the rule says.

Let’s imaging that a player declares a Slam action while in the front arc of a target. The target then declares RI and turns around at the last moment. As the rules currently stand, the Slamming player started in the target’s front and is now hitting him from behind, hence it would be a foul. Taken at face value I think this is pretty clear.

So I’m left with a choice here. On the one hand, we have what the rules actually say at present which is that the action would be a foul. On the other we have what was originally intended by the rule (and which I think is clear as long as you don’t allow RI) which would suggest the angle of attack is not the Slamming player’s fault and so it isn’t a foul at all.

Where then is the balance? Is it worth changing the existing rule to accommodate what I had in mind when I first wrote it, or does the intention need to change slightly to suit the way the game could be played? On balance I can’t see that the benefit for changing the rule is worth it. Allowing cunning Jacks to make it look like they’re being fouled seems to be entirely in character both for that player role and the game in general. It’s the kind of thing that a DreadBall crowd would love and which would probably make the game highlights on the tri-vid later. As is often the case, I go back to thinking about what it would really be like, and this makes most sense to me.

So yes, use the rules exactly as they stand: if the Slamming player starts in the front of the target and makes a Slam from the rear then it’s a foul. The rule doesn’t ask how either he or his target got there.

This has the benefit of requiring no rules changes and also being quite characterful for both the player role and the game. It’s also a tiny help to Jacks and a slight curtailing of Guards, which isn’t a bad thing either. A win all round 🙂

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 10 Comments