DreadBall Solo?

What with all the different modes of play planned for Deadzone, I’ve been idly wondering if it would be feasible to design a good set of solo rules for DreadBall, and whether they’d even be desirable if it was. Obviously they’d be pretty difficult and require quite a lot of team-specific behaviour. However, I’m not really sure they’d be popular even if they did work. For some reason the real life opponent seems even more important in sports games than battles.

Or is this just me?

Posted in DreadBall - The Futuristic Sports Game | 20 Comments

Some Thoughts

You’ll have noticed that I’ve not been posting a lot of Deadzone in the last few days. Well, I thought we all needed a change of pace for a day or two. However, I’ve still been working on it and tomorrow I’ve got a bunch of playtesting planned to check a few elements before I post them up for your amusement.

I’ve also been working on the Season 3 DreadBall teams including the teleporting Teratons and the superabundant Zee. Aliens are so much fun. Progress has also been made on the multi-player version of the game and the GIANTS (as I’m calling the multi-hex players).

Think of this as the lull before the storm 😉

 

Posted in Deadzone, DreadBall - The Futuristic Sports Game, Random Thoughts | 19 Comments

Soporific Subjects

I’ve spent most of the day catching up on paperwork, though naturally my brain was trying to focus on games (as ever). Normally I’m able to make pretty much any subject into a game idea, given a few minutes consideration, and have notebooks filled with such lightly sketched ideas. However, accounts defeated me. It’s just too dull.

Now I’m sure that a few of you may disagree, but the fact that it is a staple of stand-up comedians as a synonym for tedium does rather bear me out. There may even be a game on the topic lurking somewhere among the 60,000+ games on BGG, but has anyone played it twice?

This led me to wondering what other subjects were game-proof. I’ve got a couple of ideas though there are far fewer than subjects that are fertile ground for a game. I thought I’d ask you guys: what subject do you think is absolutely ungameable?

Note that I’m not talking on grounds of taste, but purely on the grounds of so dull that nobody would play it.

Posted in Game Design Theory | 42 Comments

Quirkworthy’s Ramblings: Oh Dear

This article reprinted by kind permission of Ravage magazine.

I have too many games. Maybe you do too.

My study is one of the largest rooms in the house and yet I hardly have room to move. Games and games paraphernalia are piled everywhere. Despite my attempts to clear out some of the accumulated stuff of several decades’ gaming, I still have way too many games. But too many for what?

Too many for my wife, who looks in and shakes her head. Too many to have a clear painting space which might allow me at least the pretence of finding time to get some models painted. Too many to still fit a gaming table in (that has migrated downstairs). Too many to even get to some of them. Most importantly, I have too many games to let me buy more.

 

Let me Explain

It’s likely that I have this condition rather worse than most, but perhaps you recognise the symptoms. I actually have a lot of space to store my games, and that’s great. However, I have a lot of games to store. What I really need to do is to go through them and find a way of culling the least worthy so that I have room for new shoots to replace the tired old husks. Easier said than done, of course, for as soon as I start to sift through the boxes I have waves of nostalgia. These are old friends who shared my adventures and the moment I see them again it all comes flooding back. How can I discard them?

 

Be Brutal

A cold (but practical) heart is the only way.

I have a Kickstarter’s worth of Sedition Wars on the way, Spartacus sounds fun and a friend is gently pushing me towards Dystopian Legions. Dropzone Commander looks very shiny and I’ve got a backlog of board games to catch up with. Where will they all go?

So, I have no choice. Some must die so that others may be saved.

I’ve tried asking for volunteers, but that didn’t work. So I’ve decided to work through the boxes with a simple set of rules. If you have similar afflictions, maybe following these steps will help you too.

1)   Firstly we have the obvious keepers. These are games which you either play regularly now, or that you have played many times in the past. They are reliable old standbys, your “go to” games, and you know you will play them again. For me, this includes things like Lost Cities, Nuclear War and DBA.

2)   Then we have the things that are plainly not needed. Anything that you don’t want or don’t like any more obviously goes in the Ebay/charity/bin pile. You may be surprised how much sits in here – tastes change and new (and better) replacements come out all the time. Something that may have been perfect “way back when” may not be worth keeping now.

3)   Once you have siphoned off your current favourites and the utter rejects, you need to sort the remainder. Divide the rest of your collection into games you played in the last year, and games you haven’t played for longer than that. Note that the age of the game itself is irrelevant – it’s the time you last played it that matters.

4)   If you played it in the last year and it is not either a keeper or a reject (step 1 or 2), make a death row pile. Their fate is as yet undecided (though it doesn’t look good). They get one more gaming session to either earn themselves a status of keeper, or a slot on Ebay.

5)   Finally, dig out anything that you haven’t played in over a year. Ask yourself a hard question: “Am I really going to overcome whatever it is that is stopping me playing this in the next 3 months?” If the honest answer is “No”, then you should probably add this to the discard pile too. If you’re like me, stuff in this category was either bought on a whim, was part of a grand plan that never happened, or was bought because it was fashionable at the time (and now it’s not). Mostly this should be binned.

 

By the way…

If you could replace all your physical rulebooks with digital copies (saving loads of space) would you do so?

If your house was on fire and you could rescue only one game, which would it be? Why? Is this the same game you would have rescued five years ago? Ten?

Posted in Ravage | 27 Comments

Deadzone – After Action Report

It’s weird.

I’ve got so used to it over the last month that not having a live Kickstarter to check on is very strange. It’s OK though. I’m sure there will be another one at some point 😉

Still, lots to do to turn the current version into a final one and loads of cool ideas to integrate into it too. I’m looking forward to getting the full versions of each force on the table with all the myriad characters and units we crammed in during the final few days. Got to see how they all work. Lots of new shinies to play with.

I’ll be popping into the office to see how many of the Mantic team survived the weekend and we can work out a proper plan of action from there. And it’s about time I got back to talking about other things too. I’m sure I did some other games once…

 

Posted in Deadzone | 7 Comments

What Can I Say?

Screen shot 2013-06-03 at 00.05.05Well thanks is the first thing. A huge thank you to all of Deadzone’s 4,306 backers who made this such an exciting ride.

An even bigger thanks to those who’ve built the amazing boards I’ve seen pictures of on the DZ forums and online groups. The games you’ve played and feedback you’ve sent us on both the Alpha and Beta rules have been really helpful and have helped make it an even better game.

I’ve now got to finesse all the remaining elements of the game and add the many new features we’ve been able to include thanks to the success of the Kickstarter. It’s all very exciting stuff, and I’ll be talking through some of the new work as it happens here on Quirkworthy. If you don’t already subscribe for these updates, now would be the time (the button is on the right).

Stay tuned for more fun and frolics 🙂

Now I think I need to sleep…

 

 

Posted in Deadzone | 8 Comments

Deadzone Designer’s Notes – Mercs

Call them mercenaries, call them characters, call them whatever you like, Deadzone is acquiring an ever-growing group of individual heroes and heroines to add spice and story to your games. So how do they fit in?

Nastanza

Balance or Overwhelm?

Well the simplest way is as a part of your force for a given game. You pays your points and you gets to include them in your roster for the upcoming battle. Many of them have restrictions on who they’ll work for, but most will serve at least a couple of different factions to give you more reuse of the models. By adding them to a normal faction force you can try to balance out weak areas or really go overboard strengthening tactical options you can already do well. So there’s another tactical choice for you to think about when you design your force: balance or overwhelm?

Another option I’ve not really explored, but which might be a possibility, is one-off games using only mercenaries. The million credit raid scenario in the collector’s edition rulebook will probably be something like this. I say probably as we only came up with the idea for that scenario on friday…

Still, the notion of occasional games with just a few gunslingers all sounds very classic western gunfight, which rather appeals to me.

Anyway, I digress. This is the core use of mercenaries and it would probably upset people if this wasn’t included.

Bjerg

Another Form Of Balance

Another obvious option with mercenaries is using them as a form of handicap or balancing tool to help make games a little more evenly matched. I can’t say this is the top of my list. It does remain a possibility though, and there’s no reason why both this and the first option can’t be used in tandem.

 

SargePart Of The Scenery

I particularly like the idea of using mercenaries as events or scenery, turning up in the middle of games with their own agendas and doing their own thing, possibly helpful, possibly obstructive, but seldom controlled. Like zombies these could add even more variety to an already very varied game. More variety isn’t a bad thing.

Reading this title another way, mercs are also part of the scenery because each provides an opportunity to illuminate another section of the Warpath background. All the mercenary characters have their back story, and most of those tales are shining lights into corners that have previously been unexplored. By the time I’m done with Deadzone, Warpath will be half done – and that’s part of the idea. Looking at details within the vast Warpath background allows us to start to flesh out the universe in a real and understandable scale that sometimes gets lost when you’re dealing with its subject matter of grand, sweeping battles. Pandora, DreadBall and now Deadzone all allow us to look closely on an individual scale to define some reference points that resonate with readers on a much more convincing level. Fun to write too!

Pmera

Generic Characters

Crimsonsun was asking on another post about whether I’d be including generic characters without backgrounds. The idea was that you’d be able to make up your own stories to go with the generic characters and have that add to your own campaigns and scenarios. I hadn’t really considered it, to be honest (there’s already quite a lot going on in DZ). It’s something that would warrant another model or three, but that’s not a terrible thing. Excuses for more cool models. Do we need that? Probably.

I’ll have a word with Ronnie when we have our post-Kickstarter debrief (which comes after our post-Kickstarter lie down 🙂

Posted in Deadzone, Game Design Theory | 15 Comments

Deadzone Makes A Million!

Well goodness me!

Deadzone’s just topped a million dollars on its last day, and still a few hours to go.

Wow!

Posted in Deadzone | 9 Comments

Deadzone Designer’s Notes – The Other Solo Rules

argh-zombies-smlAs I mentioned yesterday, there are two kinds of solo rules for DZ. The first ones are the involved and complex (in design terms) ones; the second are full of zombies.

The idea of a solo campaign where you play against the zombies harks back to such oldies as Chainsaw Warrior in feel. It’s something to amuse yourself with for an evening’s gaming. In some ways it’s a guilty pleasure: not having to socialise, not needing to share the snacks, not needing to hold back in your merciless massacring of the foe. It’s a good job that AI doesn’t get upset.

I thought that this would work best as a mini-campiagn rather than a one-off for a couple of reasons. Firstly, I like campaigns. They allow me to tell a story and develop a plot, however crude, over a few battles. I like telling stories.

Secondly, this is a far more immersive format than a one-off game. When you’re telling a story you start to care about your models in a more personal and individual way. When they narrowly survive from one battle to the next and then have to risk their (plastic) necks once more you are drawn in far more than when playing with soldiers who have no history.

It’s all the same things that make normal campaigns work, but it’s slightly different because you’re on your own and the whole thing is in your head (rather than being a shared gestalt). That allows you to sink into it even more and makes this game format a unique experience.

Of course, the moment I mentioned this in public, someone asked for multi-player solo rules. When I’d stopped giggling at the oxymoron I thought about that and I don’t see why you couldn’t play co-operatively against the horde (which I assume is what they meant). As my post on game modes explains, whilst it’s easier for me to think of them separately, most modes can be combined without much fuss (making DZ even more flexible).

Oh, one final thing: how many zombies will you need? Good question. As I’m not finished writing the rules yet I can’t be 100% certain, but 3-4 dozen should be enough. Possibly more in multi-player, depending on how you divided up the non-zombie forces. There will be more zombies present, but you can recycle “dead” ones…

Posted in Deadzone, Game Design Theory | 14 Comments

Off To Play

Well, run demos is more likely, but that’s fun too.

Going to be a little strange dealing with something that isn’t Deadzone for a few hours, but I’ll be back this evening. I’ve also scheduled you a little something about zombies for while I’m out so you don’t feel abandoned 😉

Now, just take out the DZ brain and put back the God of Battles…

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