We had a first play test of the card game we are building. The basic concept is that you are contractors getting defense contracts form the government, and then bidding out the parts to make something absurd and egregiously expensive. More compelling art and social commentary to be implemented later. The initial thought process for the rules didn’t quite work as intended, bidding risks were to low, the bid cards that got attached to the contracts tended to stagnate and never make it back into circulation, but it only took a couple of tweaks to get things running again very quickly. The contract completion was a little too restrictive, and there simply were not enough parts available. The way bidding for things needed altered and to fit the theme a little better, contracts go to the lowest bid instead of the highest, parts go to highest bidder, and every time everyone is out of bids, all the bids that are out on the board will shuffle. When this is in its finished form it will make a lot more sense! I’m hoping to have a much clearer rule book by the weekend and with a couple more play tests we will probably start courting artists.
Couple of things. This weekend should theoretically be our first meeting of the Regal Gaming RPG Society, but the person who volunteered to be the first GM will be away, so it’s likely we will either take the opurtunity to play a larger board game or push our meeting time back another week.
In other news, my D3100 came in the mail! Get ready to see a bunch of shitty pictures appear in this space in the near future until I get to the point that I’m sort of an OK photographer. I’ll be taking pictures at our games and out and about in town, possible on any trips.
I sat and I thought about game design for a good while last Saturday. The level of complication that I was contemplating for our first run at a game might be a little much. Josh sent me to MegaMek to try out classic BattleTech and hoo-doggie, there is a ton, *ton* of stuff going on in there. Even with all of the complex rules, it still comes out with a slightly off experience (the whole move or die aspect I found a little off putting and strategically limiting) so more complicated is clearly not better. Garrett is insistent on making a more casual game, something in the realm of 1 hour play times, so this skirmish game idea will have to go on the back burner for a while. This sort of puts me back in a mindset of a card game/role assignment game, we will see.