Friday, November 5, 2021
Finalizing the campaign mode
Sunday, September 5, 2021
10 playtests to go...
As I mentioned in my last post, maybe a month ago I set a deadline for myself: I would play 20 more test games, and then call Illeria done (at least for now). I recently played game #10, so it's time to check in and see how it is going.
I'm trying to keep in mind a great GDC talk I saw by Tom Francis on efficiency in game design. I recently rewatched it. One of his main pieces of advice was to consider things it add in terms of value divided by work.
So, here is what I have done and need to do, divided into groups.
I feel really good about the main rule set. I've made few changes in the past 10 games, and feel good about those I have (e.g. making spells harder to cast if the target is in cover). I've also been tightening things by removing rules or making things consistent. I doubt I will have many more changes in the next 10 games.
I've finally started testing with high-level characters. I think it has gone well, as a character with a two-point ability or a couple of ability boosts is good, but not overwhelmingly good.
I currently have 5 fighter abilities (mostly well tested), 7 archer abilities (all but one well tested), 12 mystic abilities (not all of them tested), 6 spellcaster abilities (some well tested, others less so), 4 animator abilities (all well tested) + 2 I'm debating, and 5 summoner abilities (most well tested). I think at this point I can stop testing archery abilities, and I either need to start culling mystic abilities or testing them thoroughly. I keep feeling like I need one more animator ability, but have been struggling.
Missions & scenarios
I've divided my game types into "missions" (which define how one wins), and "scenarios" (which define how magic is transferred to the real world). I currently have 9 missions that have been tested decently to well, and a few I'm so-so on. I'm debating between whether it is worth spending my last 10 games tightening up current missions, or developing new ones. I think it would be irresponsible to try to develop more than one new mission (two at most). I have three very solid scenarios, and two that are so-so. I'm definitely going to test the two so-so scenarios, that will be a main focus. The scenarios have honestly been lacking in part because they are harder to design. I'd like to have a 6th one, but might not come up with an idea.
Campaign
I have a decent campaign mode at this point. I think I have a decent method for having strong parties fight weak ones. I think I really like my death and experience systems, though I wonder if they could use minor tweaking. I've tracked the number of survivors per game in the past 7 games, and have found that on average 40% of a party dies if the party wins, and 60% dies if the lose (that said, these are both +/- about 18%, so I can't be super confident yet); I can use this to project how long a party will survive. One thing I've struggled with slightly is the resource system (more in a future post). I've been thinking testing with this in simulated campaigns, where I do the pre-game stuff, then flip a coin to see who wins, and calculate the aftermath. I'll do computer simulations understand long-term behavior, but also do it by hand to see how crappy I feel after a bad game.
The campaign is one where I debate the value/effort. If I look in that term, I'm not sure if it is worth it, but it is something I really fundamentally wanted from when I first created this game. I guess that is like what Tom said, that it is important because it is the value I want to put into this game.
Rulebook
I just gave the rulebook an on-paper edit. It is still rough, but other than the missions and scenarios, I have everything on paper. My time as a scientist taught me it's often easier to edit than write from scratch, and I have a good basic structure. Sarah promised that she'll read it when I'm near done.
I have several diagrams, which I'm happy with, and many hand-made pictures. I have a few more diagrams I want to make, and a couple more drawings I want to hand-draw.
Backstory
This is one I keep going back and forth on. I'm starting to lean towards the story of mercenary prospectors in a magical outlands, rather than a story of escapees fighting to survive on a prison island. The outlands story works better with the campaign mode, and honestly makes more sense with some of the missions. I'm debating if it is an interesting story, or one that is over-done (I worry it sounds too much like Frostrgave and Mordheim). I think the prison island story is much more unique. I also have to take into account that I have flavor text written for the prison island story, and I worry that would take too much time to re-do (failing the value/effort ratio).
Ok, so the current to-do list (in rough order of importance):
-Make rulebook clear.
-Make rulebook pretty.
-Polish abilities I am so-so on.
-Add an animator ability.
-Get campaign mode working.
-Polish scenarios I am so-so on.
-Polish missions I am so-so on.
-Get at least 1 more scenario.
-Make at least 1 more mission.
Sunday, August 29, 2021
I'm back, and a SUPER exciting topic
Sunday, May 16, 2021
Quick update
Wednesday, April 14, 2021
Simplicity vs. interesting(?) decision in turn order
I keep playing games and coming up with abilities. I want to have 5 abilities per character type (i.e. melee, archery, spellcaster, etc), and I'm almost there.
For today, I want to talk about the initiative system.
Illeria has an I-go-you-go system, where each round, players take turns acting with one character at a time (until all characters have acted). To determine who goes first in a round, I have had players roll a dice, and whoever rolls highest gets to pick whether go first or second. If there are ties, then you reroll until someone wins.
I had a funny moment when I was playtesting by myself. For a long time, I did this faithfully, rolling two dice, picking the highest, and then deciding when the team that won would want to go. However, at one point I realized that because this is a zero-sum game, and I had all the information, I there wound never be a situation where one player wanted to go first and the other second. So, since it came down to an even split to decide, I made it easier on myself, and rolled one dice, with each side having a 50% chance of going first. This meant I didn't need to think, and that I never had to reroll ties, and gave the same outcome.
I was leaning towards "no", that I should just make it random, but then had another realization, which is that I don't need to make the odds 50-50. When I initially designed Illeria, parties had a leader, and if the leader died, their party suffered a penalty to dice rolls. I don't know if I want to bring the leader back, but I have had some other ideas of how to tinker with the roll.
First, players could get +1 to their roll for each character who is knocked out. I'm really liking this, because it would produce negative feedback. Wargames are notorious for having positive feedback loops: you win by killing characters, and killing your opponent's characters makes your opponent less able to kill your characters. I've often struggled with this, and it might be a way to do it.
Second, each player could spend Energy Points to boost their roll. This would add an interesting decision. Additionally, near the end of the game, parties sometimes get to a point where they gain Energy Points faster than they can spend them. This could potentially remove that, by giving an infinite pit that you could throw points down.
I really like #1, and am on the fence about #2. They will slow things down, especially #2, though I also have ideas for eliminating ties (the player who lost last time wins ties). I think I really need to just playtest this with others. But, if these extra rules feel like one extra rule, I think I'll just go full simple and make it a 50-50 chance that each player goes first (no decision required).
Monday, April 5, 2021
Summoned creatures
Wednesday, March 24, 2021
Campaign mode
Hi all. It has been more than a week. Some personal things happened a couple weeks ago that took my focus away from the game. I don't mind talking about it, but don't want to put it on the internet. But, I'm back, so...
Weekly(?) Updates:
I've made new backgrounds and figures for my rulebook. As a preview:
I'm hoping that this looks stylistic, rather than cheap.
I currently have 12 abilities that I feel are balanced, two still undergoing testing, and seven written that I need to start testing. I've started testing multi-ability parties (previously, everyone would have the same ability); this is handy, because I can now test support characters.
I still need to do the following:
-More abilities
-Test characters with multiple abilities
-Test the campaign mode
-Write flavor text for the book
-Edit the book for clarity, formatting, etc.
I'm nervous about making my May 31st deadline. I can do the first three by making a campaign mode and testing it. This will involve giving characters multiple abilities and playing with lots of different abilities. I did this a previous ruleset (one I've replaced with a better one), and it worked well.
On that note, today I thought I'd talk about my campaign mode.
The campaign mode's story is that each player controls a group of mercenary-prospectors, who search Illeria for materials used to create magic back home (e.g. fool's copper, phlogiston, energized scoria, etc). They are under a strict contract, and cannot return until they have gathered enough materials. Battles involve fighting other mercenary-prospector groups for materials. I'll put notes in that players are free to make up more story-based campaign modes too.
I'm planning on starting with the campaign mode I used for the previous ruleset. Each party begins with something like 15 characters. Most battles have like four to six characters, so only a subset of the party will fight in each battle. Before each game, players randomly determine the spoils of battle; these can be magic materials, or things that make the party stronger. Then, the battle happens. If a character's real-world doppleganger is incapacitated, then after the game you roll on a table to determine their injury. Parties then gain a certain amount of materials from scavenging. Then, surviving characters level up. Finally, there are phantom attacks. A party "wins" the campaign if they can gather enough materials to fulfill their contract, and they lose if too many members die off first (thus there can be multiple winners). My goal is that most parties don't win, so it is an accomplishment they do.
My goal is for the injury table to be fairly deadly. Previously, character's had a 33% chance of fully recovering, a 33% chance of dying, and a 33% chance of being weakened (which made them more likely to die in later battles). For comparison, in Necromunda (and most GW games), characters had about a 33% chance of recovering fully, a 16% chance of being better off, a 16% chance of dying, a 33% chance of being weakened. In Frostrgave, soldiers had a 50% chance of dying and 50% chance of full recovery, and wizards had a 60% chance of full recovery, a 10% chance of dying, a 20% chance of being temporarily weakened, and a 10% chance of being permanently weakened. It always bothered me how likely characters were to survive in these games, it made battles feel consequence-free. Like, in Game of Thrones, if a character fell in battle, they almost always died; if 85% of the time they survived to fight another day, the show would have lost something. The effect that this has, however, is that you expect your party to dwindle over time (making it different from Frostgrave or Necromunda).
I had a neat leveling system. Parties gain "training dice" from every battle just for fighting, and can gain more as spoils or from scavenging. You assign those dice to your characters after the fight. You then roll the training dice for each character, and if any dice is higher than their current level, they gain one level. This ends up being less bookkeeping than most other games (e.g. in Necromunda or Frostgrave, you need to keep track of every kill, every spell cast, etc). It also allows you some control over how your party levels, but also introduces some randomness. However, it requires that characters can obtain up to 6 levels, and I don't know if this will change.
I'm not sure if I want to keep the phantom attacks element. Previously, the story went that there were phantoms that roamed Illeria, which could be warded off using powdered crystals. Each party started the campaign with a certain number of crystals, and could find more. After each battle, they spent crystals to ward off the phantoms. If they didn't spend enough, then some characters might be attacked (and could be injured or die). This was meant to give characters a reason to fight, as I feared that otherwise players would retreat too fast: a player that retreated before anyone died would have no consequences for losing a battle. With phantom attacks, a character that retreated too many times would start losing characters post-battle, so they'd need to balance in-game vs. post-game losses. I liked the system, but I'm not sure if it fits the theme. I'm debating replacing it with something to represent water and other resources (which will be scarce, now that I've made Illeria a desert).
So, to testing! Hopefully there won't be too many diversions this time.
