The Galaxy Will Burn megagame was run at Kapcon on Saturday 20 January. This is my after action report. The player facing game files can be found here and the Control brief can be found here. We had a larger Control team than last year, but did not sell out all of the player positions, so a couple of the Control team got to play in the game. Overall we were up on numbers from 2017.
The game was to a large extent dominated by a slight majority of players both wanting to play aliens rather than humans, to belong to secret factions and being willing to betray their public factions. This set the scene for a late game rebellion by the Alien Liberation Front, which led to a climactic battle at the Imperial capital, with the rebellion being crushed (partly from an unlucky mix of low value cards, and an opponent drawing three Aces and holding an Ace Pilot privilege card to turn all three Aces into value 10 cards), but the overall position of the empire ended up with the humans giving away their dominant position. But it was a loyal alien admiral who saved the empire. From a design point of view, some things worked well, others did not. I will address that in the feedback sections below.
My thanks go out to the Control team for their time, my partner Catherine for her patience in the weeks leading up to the event, and for the support that we had from Battle Kiwi, who made our laser cut tokens, Kapcon, for giving us a venue to use, and The Caffeinated Dragon, Cerebus Games and Counter Culture for advertising our event. My plan going forward is to form a collective in Wellington to work together on future design, development, production and execution of Megagames. The work load I took on was a bit too much. In particular I need to allow more than three months lead time for development and playtesting. I am hoping that our first collective Megagame will be Watch the Skies at Wellycon in June, followed by a new version of Colossus of Atlantis in the second half of 2018.
Some headline numbers from the feedback forms:
- Enjoyment: a mean score of 4.6 out of 5 indicates that most people had a good time. The lowest score was a three from a Politician. Last year for Colossus of Atlantis, the comparable score was 4.7.
- Briefing: about 86% of the players read the rules before the game. A mean score of 3.75 out of 5 indicates that there is still scope for improvement here, but it is a small improvement on the 3.3 for Colossus last year.
- Difficulty: a mean score of 3.1 is almost unchanged from the Colossus score of 3. The range of scores, however, was wider, with both a 1 (too easy) and a 5 (too hard).
- Rate of Play: with a mean of 2.6, The Galaxy Will Burn had more time pressure on the players than Colossus, which had a mean score of 3. In particular, the politicians had a lower score here, with a third of the politicians rating it a 1 out of 5 for too much time pressure.
- Control: a mean score of 4.3 is close to the 4.6 score from 2017.
- Value for Money: a mean score of 4.7 matches the Colossus score for 2017. Despite this, the overall amount of money people indicated they were willing to pay was down on 2017 – $28 for a day game (down $5) and $22 for an evening game (down $1).
As is my usual practice, I asked for free text feedback written by the players for the three categories of Keep, Stop, Start.
Player Feedback – things to KEEP in the Megagame
Gaining actions. The brutal time pressures. Legislative governing system. Massive fleets. All of it. Interesting and varied crises. Original mini-games. Lack of reliable information between game rooms. The political system was very satisfying and even. Secret factions. Cards unexpectedly changing gameplay. Bribing the press. Pregame information. Distinct and interesting factions. Everything. Jenga towers not too influential (a good thing). Card deck as a randomizer. The separated play areas was good. Separation of map and political game. Faction legacy rewards.
Its worth remembering that different players can like and dislike the same features of the game.
Player Feedback – things to STOP in the Megagame
Strong Emperor. Privilege cards requiring alien starbases. Awkward distribution in set-up. Third choice roles. Remove nonsense role/faction/race combinations. For hidden roles, knowing who they are at the start. Vague and different rules from sector to sector, felt like a separate game. Media interference slowing game turns. Align player sheets to game rules. Too much voting. Randomness in legacy was too much. Jenga was time wasting. Wrong rules and changing rules. For secret faction members, being moved between quadrants sucked, plans ruined. Media interviewing players mid-action. Players hoarding megapower tokens. In-faction communication was poor. Left players playing their own game.
A few comments in response from me:
- A few players got third choice roles because almost no one ranked politician as a first choice. People usually got a preferred faction or friend in their faction.
- Rule inconsistency – even with a Control playtest a week before game day some bits of game play were not perfectly aligned across all the rooms.
- More playtesting would have led to better balance in the privilege cards and token economy.
Player Feedback – things to START in the Megagame
Reduce turn length and number of actions. Less randomness in combat, add a bluff mechanic. More solid rules for players and control. Knowing what to do/firm targets rather than vague paragraphs. Clarity for battleship set up. Politicians can sometimes look into sectors. Rules for amendments. make the political round shorter (although it was fixed). Increase secret faction influence on game play. Incentives to defect from faction. Having a chaos element. More inter-room interaction. Allow more actions (accumulated to many privilege cards).
A few comments in response from me:
- The combat mechanic did not scale well with the size the fleets eventually ended up at – most of the playtests only went through two game turns, not the half-dozen we finished on game day.
- It was a deliberate choice to keep objectives and “victory” more about narrative quality rather than a numerical output from game mechanics.
After the game was packed up most of the Control team went along to a local pub for a debrief. We had picked up on a lot of the same issues that the players identified:
- Time Management: More interaction was needed between the Imperial capital and the Quadrants. There was minimal impact until right at the end. This was partly due to the political mini-game taking a lot more time to get through than I had anticipated. This led to turns taking longer to get through and a reduction in time for diplomacy. It was also partly due to the Media talking to politicians when Control needed to be resolving game mechanics with the players. Its been more than a decade since I last experimented with media player roles, and we need to find a better way to utilise the role – part of which is to give media other things to do in-game, such as running a twitter feed or printing hard copies of media information.
- Control: could have had the Crisis Control role doing a bit more to help with the imperial capital political game, and I think we could have had an additional control player just to handle factions (secret factions, changing factions and faction legacies). We are not at the player numbers where we can afford to have a Control player for each faction.
- Mechanics that did not work: Centralisation and Decentralisation looked exciting on paper but in play had no effect.
- Crises: feeling from Control was the number and degree of impact on the game could have been increased. The A5 templates could be increased to A4 in size.
- Sound system: worked and was essential, volume could have been a little higher.
- Too many tokens: the number of Battleships could have been reduced by half, and the fountain of megapower tokens into the game could have been reduced by a third. The approach I used in TGWB and Colossus where players can buy large numbers of privilege cards is not working well – too many cards, and not enough cards actually getting used.
- Fleets and combat: it was too hard to actually destroy Starbases, making most combats indecisive.
- Information tracks: most map tables started writing glory scores on the white boards. It would have been useful to have additional tracking sheets for relative control of sectors/hyperlanes and faction initiative. Stands for map roles that could change hands were useful. If we had player shields to screen hidden information, bulldog clips could be used to put information like that on the side of the screen visible to other players.
That is all for now, feel free to add comments if you played in the game. I would in particular appreciate on the following elements of the game:
- Megaships – were they awesome, or just annoying?
- Strong Emperors – did they add to the game or detract from it? If you were a Strong Emperor, was it fun?
- using the Jenga towers to represent the economy – was drawing the blocks exciting or frustrating?
Looking ahead to 2019, because of a clash with other hobbies, I will be looking at running a game in mid-February rather than late January. I would be interested in hearing if a shift away from Kapcon and Wellington anniversary weekend would make it easier or harder for players to attend.
Loyalist faction needs something to spend Megapower on (other than just bribes) otherwise we just get into a hoarding situation. Did have fun getting a law passed despite no political representation though 🙂
Tim thought the loyalist faction worked surprisingly well. If we had more players I would have considered giving them a politician as well, but that would also have added to the time burden on the capital mini-game.
In particular I liked the whole ‘you have lots of ships and stations, but everyone else can use your stuff to do whatever they want, and they’ll take casualties on imperial fleets first’ dynamic – I was hoping for some faction battles where imperial fleets fought back and forth for different sides in the same turn, but didn’t happen sadly