TGWB Update

December 9, 2017

A second playtest was held last weekend. I will be doing some more playtesting over the Xmas break down in Christchurch, and will then try and squeeze in another session in Wellington in early January. The main improvement from the playtest is a much better handling of the NPC Pirate and Warlord forces, dropping technology cards, and speeding up play by making some of the player actions automatic each turn, reducing the number of choices you make. The revised player mat is below.

Screenshot 2017-12-03 17.38.33

Game tokens have been ordered from Europe and the USA, and I am about to confirm an order for some laser cut tokens from battle Kiwi here in New Zealand. The five Jenga style block towers for use in the trading mini-game have all arrived from Auckland, and the star themed NASA playing cards are on their way from Book Depository. Apart from the laser cut tokens, I am expecting delivery of the rest of the game components before Christmas.

I have updated the main webpage for the game, with information on the factions in the game, and a copy of the draft rules. In a change from my past Megagames, The Galaxy Will Burn will not be balanced around factions with even numbers of players or player roles. If a faction is really popular during casting, then it will have more players. During play of the game, it is expected that player diplomacy will even out the effects of team size.

While we did not playtest the political game last weekend, we did walk through the mechanics and based on the feedback I cut down the number of government agencies to three branches of government and five offices of government. The Megapower economy was also simplified. The main use for Megapower tokens is in the political game, i.e. Quadrant map players decide how many they want to buy, give the Megapower tokens to their faction leader, and the faction leader then uses these tokens to acquire privilege cards for their team members.

The three branches of government are:

  1. The Executive – which proposes methods to resolve crises, and elects strong emperors.
  2. The Legislature – which votes on changes to how the imperial government works.
  3. The Judiciary – which allows the controlling player to veto actions by other government agencies.

The offices of government the main source of one use Privilege cards for players. The five offices are:

  1. The Treasury –  which is responsible for economic and financial matters
  2. The Bureaucracy – which can shift influence and manipulate blame within the government
  3. The Naval Office –  which is responsible for military matters, including command of the Megaships.
  4. Quadrant Affairs – is responsible for appointing Viceroys in charge of Quadrants
  5. Alien Affairs – is responsible for the peaceful assimilation of aliens into the Galactic Empire.

There is also an unofficial agency, the Deep State. This is all of the various secret services, palace guards, private militias, paramilitary police, and naval forces based around the imperial capital. While no one can ever “control” the Deep State, it is the source of privilege cards with a skulduggery focus (e.g. assassins, spies, coup attempts, selling weapons to pirates). The politician play mat is below.

Screenshot 2017-12-05 19.19.23

 

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TGWB First Playtest

November 26, 2017

2017-11-26 12.44.45

Map at set up. Next time I will start the players with more starbases, and vary the number of loyalty markers. Each area started with three loyalty markers, which made the Govern action useless. Next time it will be 1-2 loyalty markers.

The playtest had a few main goals:

  • was there enough to keep all of the map players engaged and busy?
  • how did the budget corruption mechanic work?
  • how much time did it take to complete a game turn?

The first cycle of turns took about an hour to walk through. Part of this was the usual time to learn a game, but another part was on identifying ambiguous wording and offering up some alternatives for refining the game. We then got through 2/3 of a second cycle in 20 minutes. So a general conclusion there is that the number of actions can be trimmed down by about one-third. With five map players per table, trying to process 45 actions in 20 minutes only gives 25-30 seconds of time per action for resolution. The players did raise a concern about the proposed trade mechanic of drawing Jenga blocks, and that people might be too slow. This is something I think Control can manage during the game.

The map itself needs a little more clarity and explanation at the start so that everyone knows how the hyperlanes work (think of them as a really skinny and very long map area) and how starbases connect (the starbases on hyperlanes and sector borders are adjacent to everything) to the map.

Sketch1

This is the A4 sheet the players were planning their turns on. I was asked why trade was not being tracked here, and I do not think there is enough space. The trade tracks will go on a different A4 that all the players share – and this make it obvious when the benefit cards need to change hands. With the budget there are two numbers the players need to track, their current power total, and their permanent budget level. In the playtest only one player had really suffered hits on the budget by the second cycle of turns, but the cards had been skewed towards Clubs/Spades. I will number label the order of actions, and put an arrow going from left to right.

The playtest identified that the first action can just be focused on buying/selling Megapower rather than buy, sell or use. The next two actions are then where the player has more choice, and can now have an action with megapower option, which will even make wording the card text easier, so that is a double win. The bonus action is something that just one player at the table will get.

A suggestion from the playtesters was to make the learning curve easier by reducing the number of action cards players have at the start of the game. During play the players can then expand their action cards, changing the menu of strategies open to them. This can also make the initial difference between Admirals and Governors stronger so that players have to cooperate with their different mix of govern/build and move/battle cards for effective defence of the empire.

The playtesters also asked for more to engage with on the map. I will be doing a pass through the faction game and adding some elements to the map that players can interact with. For example, I will add some alien symbols to indicate the presence of alien enclaves within the Galactic Empire, which will be of interest to the Alien Lives Matter faction. The Imperial Capital game will also create things like Monuments that players will need to defend against pirates. I did have some map bonuses for things like “longest controlled hyperlane” and “most starbases” (a bit of obvious inspiration from Settlers of Cattan) and they worked well.

We had some discussion around what happens if players or game tokens move between maps. My thought is that this needs to be following the play of a one use action card gained from the Imperial Capital, so that it is an exception to regular play and has some definite opportunity cost attached to it. As an end game option, a player who has reached “autonomous” government could lead a wagon train across the stars and migrate to another map table. Another option is to make it cost a lot of Megapower – say one per player already at the table.

One mechanic I borrowed from the COIN games was the distinction between Movement, Patrol and Battle. Battle could only be against units that were revealed, and for Pirates or Warlords in deep space away from the Hyperlanes this meant someone had to spend on action of Patrolling to reveal the enemy. This then allowed another player to initiate the battle action, gaining all the glory themselves. The COIN games tend to be optimised for four players, often working in teams of two. So this mechanic is a bit fiddly in this megagame and will probably be dropped. It also requires me making a mark on all of the game tokens so that the hidden/revealed status is clear at a glance from players.

2017-11-26 15.40.16

Many Warlords have spawned in the bottom left hand side, while there have been battles with pirates in three places on the hyperlanes (top left, top right, and lower mid left).

Some last specific feedback on this map – the hyperlanes need some connecting “bridges” on this map, which will be easy enough to do at the points where they connect closely. I can also make the border the same colour pattern as the hyperlanes, to indicate that off-map travel can loop around. Its possible for a region to get crowded – I will have some overflow/breakout boxes, so you can pick the tokens up and put them down elsewhere.

Overall, it feels good for the first playtest. The next playtest will test out the Imperial capital game.


Bookings for Kapcon are now open!

November 6, 2017

This means bookings for The Galaxy Will Burn Megagame are also open! It is your opportunity to struggle against other factions within an Galactic Empire as things fall apart and independent pirates and warlords threaten the old order. Or perhaps you will belong to a revolutionary faction that wants to overthrow the Empire?

I will be doing a couple of things differently with TGWB. The different factions in the game will be of different sizes, and players may belong to more than one faction. In past megagames I have had to do severe contortions with last minute player registrations and faction membership to try and keep things balanced. For TGWB I cannot do this, as membership of some of the factions are secret. I think its going to work out like this:

  • Players who turn up and register on Saturday 21 January for the megagame will be placed in the default faction, the Galactic Loyalists, and as their faction name suggests, their goal is to preserve the Galactic Empire as it is
  • Players who register by Monday 15 January will get the full casting sheet, and will be able to join both a public faction and a secret faction (you must be in a public faction, belonging to a secret faction is optional)
  • People who contact me between the 15th and 21st may be able to get a faction choice, but probably will not be in a secret faction
  • The first 13 people to register will be allowed to join more than one secret faction.

I will be aiming to complete the initial casting as soon as possible after 15 January, so members of the same faction have some opportunity to plot together before the game starts on Saturday.

There are four main player roles at the start of the game:

  • Governor – responsible for controlling sectors of space on one of the Quadrant maps. This is a good role if you like playing a game of slowly expanding your territory and resources.
  • Admiral – responsible for patrolling the hyperlanes on one of the Quadrant maps. This is a good role if you like being aggressive in combat.
  • Politician – leading a faction, politicians are based in the Imperial Capital, with a gameplay focus on trying to successfully resolve crises and make sure you become the next Emperor rather than the other politicians. This is probably the most difficult of the game roles.
  • Media – responsible for conveying accurate, timely information between the different sections of the game, that the historical record exalts the achievements of their faction, and for making sure that blame is attached to people who mishandle crises. This is the role that has the most emphasis on roleplaying, and the least on boardgame style mechanics. As such it is a good role for a player who is new to Megagames.

Players will be able to change their factions and roles during the course of the game. You want for example become a leader of the initially non-player Pirate or Warlord factions, or become an Usurper trying to overthrow the current government of the Empire.

TGWB can cope with 40 players. I am looking for six to eight people to help Control the game.

KapCon 2018 is open for registration. If you’d like to attend, please
fill out the form here:

http://kapcon.org.nz/?q=regform

Early-round games can be viewed here: http://kapcon.org.nz/?q=games27

And the flagship larp signup form is here:
https://goo.gl/forms/8QMN2hEHAajdOg6x2

As usual, we’ll be doing this “shark week” style, with games allocated
on preferences after a week. So there’s no need to rush the form in a
giant gaming frenzy.

We’re still after games, so if you’d like to run something, please
fill out the form here: http://kapcon.org.nz/?q=gamereg

The structure of KapCon means that on average everyone needs to run a
game, so please do your bit.

If you’ve forgotten your username or are having trouble logging in,
please email kapcon@gmail.com.

Malcolm Harbrow
Official KapCon mail prole

The cost of coming to Kapcon for the weekend is $30 (or $20 if you are helping facilitate a game), for just the Saturday the fee is $20. There is a $5 discount for preregistering by 15 January.

I will be trying to update my website with more information about the game later this week, but at the moment I am getting some errors trying to load the site builder, and the default help suggestion of clearing the cookie cache is not working.


Fiddling while Atlantis burns

October 27, 2017

Today my design thoughts have focused a fair bit on how I might improve Colossus of Atlantis through simple changes to the sequence of play, and how the last turn of the game could be handled.

The Classic Turn Sequence20171027_Turn-Sequence

 

This is the sequence of play that I used for the two games of Colossus of Atlantis this year. It starts with the Map Phase, and then players take information and resources from the Map game to their team, where they can exchange resources and make future plans. This is then followed by the Council Phase, then some free time for diplomacy, snacks, and bathroom breaks. The intent was for a game turn to take 50-60 minutes of play.

Adding a DOOM Phase

20171027_Turn-Sequence+DOOM

This extends the turn sequence, but it creates an explicit phase for feedback from Control to the players about the DOOM score, plus any other important game announcements, and could also be an opportunity for player speeches and roleplaying. I think this makes a game turn definitely around 60 minutes long.

Rearranging the Turn Sequence

20171027_Turn-Sequence-New

So this puts the team planning phase at the start of the game turn. Because the Council Phase follows the Team Phase, I expect player discussions to focus on potential Council options and decisions. So team options should focus a fair bit on allocating resources between members for effectiveness in their role Councils.

The Council Phase is now between the Team and Map Phases. Because players now move from the Council table to their Map table, it should be intuitive for the players to be responsible for conveying Council decisions to their map tables. So a lot of the Council option choices should be reworked to be relevant to the map game.

Adding an Assembly Phase

20171027_Turn-Sequence+Assembly

Seattle Megagames added an Assembly Phase every third turn of the game, with half an hour or so of speeches, roleplaying and voting. I would like to try having an Assembly Phase every game turn. Because such a phase often involves one player or Control on broadcast mode to all the players, it can overlap with free time to some extent (as can the DOOM phase that follows).

I imagine the Assembly Phase as being where proposals from the Councils are debated and voted on. This is where the non-map Historian/Poets have a vital role during the Map Phase – they need to find the time to get everyone on their team up to date on voting plans. There are a lot of different ways that voting could be conducted, and I am still mulling over the following:

  • always have an Ostracism (which prevents a player from attending the next Council and Assembly meetings) which is a write in ballot (most votes is ostracised)
  • the fastest way to do votes (by voice, by rising up from seats, by show of hands, by division, using ballot boxes, etc)
  • or using the most authentic form of voting by placing coloured stones in an urn.

There are two important forms of privilege to consider here – who is allowed to vote on a motion, and who is allowed to speak on a motion. Is this privilege gained at the individual, team, role, faction, or office level? Lots of different ways for it to be done. There is also an opportunity in here to work in the traditional forms of government that warred for control of Ancient Greek city-states: Democracy, Oligarchy, Monarchy, and Tyranny. If we follow Plato, then Atlantis starts with a Monarchy where only the Kings and Queens vote on matters. But then we can give all the teams goals to change that status quo to other forms of government.

Another option for Last Turn Madness

I had a bit of a crazy idea for approaching the Last Turn of a Colossus of Atlantis game – why not completely change the rule set for the final turn?

This reworks some of the options earlier in the game – do you take an option that improves your next game turn, or do you improve your team’s position for the last turn of the game? It also means that for the lucky players who “have it all” in terms of meeting initial objectives and power build up, still have a goal to work towards.

So what could we do in that last game turn?

main-qimg-2e8c75308a30514c28e19b94accd4dd1-c

First, how about a battle in the streets of Atlantis? Something like the Coup phase in a game of Junta, with the different factions fighting to control the various Palaces and Temples in old Atlantis, or to pilot the titular Colossus of Atlantis itself? A variant on this could be to still run the regular map game, but to add the option of sending some of your units to join the battle for Atlantis.

Second, have another mini-game for the various Megaweapons and Megaspells. This would involve offensive and defensive options, with the potential for exploding cities and sinking continents.

Third, we could have the struggle to get one of the last seats on the Great Ark, for the players who are certain the first two mini-games are likely to result in the Doom of Atlantis and the great deluge striking.

I am happy to entertain other suggestions.


Feedback on Colossus of Atlantis

October 26, 2017

Over the last month, Seattle Megagames have run The Colossus of Atlantis on two occasions. This was a milestone for me, in that its the first time I have been paid a license fee for the use of a game I designed (I have in the past been reimbursed part of the cost of running a game at a convention). They have been kind enough to share some feedback on their games.

The first game was run with a set of game components close to the version of the game I ran at GENCON 2017. The second game made quite a few changes to fix problems identified in the first game, changing a lot of the cards and council options, and also added a major assembly phase every three game turns. Apparently a lot of the players had an improv background, so the chance for speeches and roleplaying helped make the game fun for them.

Major Themes in the Control Feedback

My top level reaction to an element of feedback is in (brackets):

  • Cogs appear to be either one resource too many in a game with a lot of different resources, or just not intrinsically useful enough (As much as I love the steampunk feel of Cogs, I am leaning towards dropping them from my next version of Colossus. I am also thinking of cutting Talents – despite all the time I spent finding a font that would accurately display the correct Attic Greek Talent symbol for the various talent values. While it was interesting trying to have a unique resource type for each player role in the game, I now think its adding complexity without adding more fun)
  • Balance between number of map regions and number of players, and the degree of combat that follows (dropping the number of regions will increase the amount of combat, ideally the number of regions should be such that the players at that map table cannot share them evenly, e.g. if there are six players, then a map with nine regions is going to divide the players into “haves” with two regions and “have-nots” with only one region)
  • Kudos – too abstract for a victory condition, it needed some use within the game system itself (I am thinking about how Kudos might be a “wild” resource that teams can use to purchase other game resources during the team meeting phase. This also adds a specific decision point to team meetings beyond meet and share information, resources, and plan future actions)
  • Feedback to the players on DOOM and Kudos totals, and other game announcements (I think an ideal set up is a combination of whiteboards, projector screens, and a PA system, plus making someone on the Control team, or a player role like Media in Watch the Skies, responsible for feedback).
  • Oaths are not getting much use (In my games they have only been used two to four times per game. I put oaths in the game for thematic colour, and to allow an option for player creativity. They are a bit fiddly in terms of creating a conditional effect that needs to be tracked by players/Control, so a simpler approach is to encourage it for roleplaying, but drop it as an explicit game mechanic).
  • Lack of interaction between maps, or a reason to really pay attention to what was happening at other maps (I agree that I need to add something here to enhance opportunities for diplomacy and team cooperation, such as the ability to move units between maps or some kind of trade )
  • More goals and directions for Houses (I have been working on an extended set of goals, where each House gets to pick five goals at the start of the game. Adding cults and secret factions with their own hidden goals can add some depth to the diplomacy in the game)
  • More time for player interactions (Time constraints are a feature of Megagames, there are always more people than you can talk to, more deals that could be made, more information that could be obtained… That said, there may be a better way to structure the turn sequence to facilitate conversation between players)
  • A game role like Press/media in WTS (I am thinking about how “Historians” or “Poets” could be added to the game. They could be a role attached to each team, with no map position to play. For the map phase of the game they become observers/couriers/spies and then in the diplomatic phase of the game they could have some strong asymmetric abilities, such as the ability to shift blame (DOOM) between factions)
  • More quests and artifact hunting (I could adapt the relic hunting mechanic used in Aquila Rift easily enough, and there are a lot of Greek myths that could be turned into quests. In my working draft of the rules I have been working on an “expedition” mini-game where you could run into a Cyclops or Amazon tribe, with a range of different outcomes)
  • Limit the number of cards/wonders that can be used in a phase (I agree that it can get just a bit to much. I am thinking that power cards purchased from Councils should be both awesome and one-use, while Wonders are more of a slight bonus that can be used more than once)
  • Adopt simultaneous action planning and resolution for Councils, like the map game has (Great idea, wish I had thought of this earlier)
  • Trade options were either underpowered or hard to implement (agree, still thinking about ways to improve this)
  • Bloated economy (this is partly intended as a feature of the game, Atlantis should feel like a runaway train wreck of an economy about to have its burst bubble moment. In my working draft I have changed resource spawn to only have one type of resource per region. So land regions have Arete cards, coastal regions have orichalcum, and rival empire regions have Vril. This should make resource management easier for Control and more intuitive for players. Reducing the impact of power cards/wonders will also help)
  • Monster strength versus players (its hard to keep consistently challenging, this is likely to be a game element where a short intention statement to guide Control adjudication works better than a rigid set of rules for determining strength. The same could apply to Rival Empire strength)
  • Information packs sent to players a week before the game (a good goal, I am somewhat frustrated by late player sign-ups, and random player additions on the day of the game, which make casting and team composition more complicated)
  • Call the small Colossi units Automatons, make it explicit that the “hero” token is a giant Colossus being piloted by the player’s character in the game (sounds good to me, the Automatons could be thought of as a range of small size steampunk machines,  such as submersibles, flyers, rapid fire siege engines, autoplaying bagpipes, etc).

Feedback from Players of the Game

  • Add defensive options for cities and colonies (Balance is needed, if defence is too strong, then city attacks become impossible and players will turtle up)
  • Balancing the upgrade cards, some were always useful, others only situationally useful (Its hard to playtest Megagames and all their myriad gameplay options. I think that reducing the overall number of cards will make it easier to balance, and I can cut out boring/under powered cards.)
  • more consistency between Control at different map tables (Control experience will vary. It is always good to have all the Control team taught their roles before the game day, but sometimes you need to sub in a Control player at the last moment. This was pretty much the most common comment from the players.)
  • more time on training players at the start of the game (One thing I want to try is to put a video of a turn of gameplay online)
  • provide a gameplay overview before people buy their tickets, not all megagames are the same (A problem when running a Megagame as one part of a convention rather than a unique event, is that the con will filter a lot of the information reaching players)
  • Rewrite the rules for clarity (There is a definite art to writing rules. Too concise and important information is missed. Too long and some players will not read all of them. In the next rulebook, I want to add more pictures of gameplay, and the training video idea mentioned above. What would be good for me to know here is exactly which parts of the rules were confusing or needed clarification)
  • Mixups with rules from previous editions (Probably due to running Colossus twice in quick succession.)
  • More order, less free-for-all in upgrade card purchase (Giving everyone a turn to make card purchases takes a lot more time.)
  • Atlantis sank without being aware how close it was to sinking (There needs to be feedback on DOOM. Initially I only had a warning about DOOM when it crossed 50% of the sinking threshold, I intend to make a DOOM track more like the WTS Terror Track that has at least three warning steps before the deluge. It is also my design intent that DOOM is easy to acquire, hard to get rid of)
  • Inability to split units of the same type made it hard to defend (Working as intended, in that offence should be stronger – otherwise everyone can turtle up, which is dull gameplay – and splitting forces makes the strategy phase immensely more complicated, and I was deliberately trying to keep the number of major decisions a player makes each planning phase to eight, with the ability to split forces you end up with perhaps 20 decisions to make)
  • The spy role was tacked on, less powerful and influential (yes, it was the last role developed. The role could be dropped or reworked. If there are secret factions and hidden goals, then spies with information revealing powers will be much more useful)
  • Map turns often ran late (its possible that processes that worked well for 20-30 players may have stalled a bit with 40-45 players)
  • More enforcement of time limits (I think my ideal set up now is a dedicated Control time keeper with a microphone and a PA system)
  • Councils were less interactive than the map or the assembly (This is true. I cut back on extensive voting mechanics because they consumed too much time. My current rule draft requires the Council President to consult and listen to the Council before choosing an assembly motion. I also want each Council to have a choice that interacts with the game map, and to have a major project that requires contributions from multiple players to have a chance of success. I did intend for the Spy Council to act as a Monkeywrench in other councils, but time sequencing is hard to get right. The War and Trade Councils have actions that are in opposition to each other, and I do not think I have the balance for that right)
  • Unit building was tedious (Not sure exactly which mechanic was used here, I have had simple build systems and build systems that required cross-referencing several numbers and a chart. I am now thinking about only having one counter for each unit type, and the main form of improvement being quality improvement, not quantity improvement)
  • Lots of positive comments about assemblies (and other bits of the game, but I am focusing on the feedback that indicates where the game can be made better)
  • A longer lunch break please
  • Unexpected Control intervention and scope of adjudication was frustrating – extent of Control power should have been made clear at the start of the game (Yes, a feature of this Golden Age of megagaming is there are a lot of new players who do not share the assumptions that veteran players have)
  • Map game varied a lot between tables based on players (experience, rule understanding, team instructions) and Control (Yes, different tables will have different outcomes. Its possible what is needed is one briefing where its Control to all players, followed by one Control briefing each team, then a third stage of initial briefing which is one Control and each table group of players)
  • Not enough time with team to plan or learn how other roles worked, learnt more about the game AFTER it had finished (I think role specialisation is part of the team element of Megagames, but when running my games I do put all the role briefings online in a way that all players can read them. Time pressure is also an important element of Megagames. The post-game discussion can be part of the best moments of a Megagame, as you find out what really happened)
  • I would have liked a two minute regional council before the map phase started (Could be possible to add this. Essentially its adding an opportunity for collusion about who is going for which bits of territory, but it might also be useful for coordinating monster hunting and rival empire attacks. But those two minutes are two minutes less for everything else)
  • Make alliances an option earlier on (I think my versions of the game were different on this point)
  • More guidance on goals
  • I do wish there was a bit more of a focus on creativity. It seemed like things were focused on getting resources and spending resources. (I am trying to add a creative project option to each Council. A major part of the game is the map/resource game, so having some non-map roles may be a better fit for some players)
  • It was hard to counteract the damage done by traitors (this sounds like a secret faction addition to the game by the Seattle Megagames crew)
  • Too much variability in fight outcomes (either all die or none die) (Working as intended in an attempt to simulate the decisive battles of the bronze age)
  • the final round – it encourages complete chaos and not in a fun way. (Last turn madness is a feature of Megagames as play behaviour changes now that there is no tomorrow)
  • Role balance at tables – hard to compete with the military upgrades of three Strategos players (Balance is possible – but should the game also be open to players moving between tables?)
  • The narrative needs to be stronger (Certainly room for adding more elements from Greek myth/history to the game, but narrative is also in part a player construct)
  • Make dishonour mean something, I avoided it but in the end it didn’t matter (I think the idea of dishonour is important for the Greek theme, but its not connecting to the game adequately yet.)
  • Interactions with foreign empires could have been more interesting, perhaps they could offer sanctuary if Atlantis sinks (Sanctuary is a nice idea. Resource bribes would be more meaningful if resources were harder to get. I might have to experiment with having players in charge of the rival empires, as the current model puts a lot of stress on the Control player in charge of them)
  • Once I had a max size army and all the upgrade cards I ran out of things to do (I hope adding more team goals into the game will help here. At the same time at least one other player struggled to build up, and felt pretty insignificant for most of the game.)
  • Attacking foreign empires and Atlantean cities should be harder and provide more meaningful rewards.

My Thoughts on the Next Version of Colossus

I have been working on a few broad changes to the game:

  1. Reducing the flow of resources into the game (its always easier to increase resource flow midgame, then to try and reverse a resource glut)
  2. Only having one type of reward for each type of region, Land = Arete cards, Coast = Orichalcum, Rival Empire = Vril. This makes admin easier for Control, and should be easier for players at the start of the game. Kudos cards come from battle victory, DOOM tokens from battle defeat.
  3. Experimenting with planning/reveal/resolve system so that Council meetings work a bit more like the map game (see first image below)
  4. Adding an Assembly Phase
  5. Changing from improving unit quantity to improving unit quality (see second image below)
  6. Trying to make combat easier to run.
  7. With only one unit counter per unit type, most units roll 2d4 in appropriate terrain (e.g. Triremes in Coastal regions) or 1d4 if not. The Colossus unit rolls 1d13 and 1d4.
  8. Make upgrade power cards great, but one use. Make wonders good (but not great) and multi-use/permanent.

Experimental Council Template

20171025_Council-Template

Plan by playing Arete cards and DOOM tokens face down in options (one minute timer). Start on top left and work clockwise (i.e President first, DOOM last) to resolve. All players reveal Arete cards for an option. Highest value of card + DOOM tokens wins the option.

Experimental City Template

20171025_City-Template

In the planning phase, spend resources to improve quality (pictures indicate resources you cannot spend to upgrade quality). In combat, if you have a higher quality type of unit (e.g. your Hoplites are the best, even though their Triremes are better) then upgrade a Chaos die (d4) to a DOOM die (d13) (so if the Hoplites were in Land, they would now roll 1d13 and 1d4, elsewhere 1d13 rather than 1d4, while a high quality Colossus will roll 2d13). City defence quality is added to other units present and defending the city.


Chopping the Tech Tree down

October 26, 2017

Having made the decision to make the trading mini-game in The Galaxy Will Burn simple, its natural to also take an axe to the grand visions I had for a technology mini-game. So what might have been a very long post will now be a very short post.

A lot of games use technology as a form of awesome progression that unlocks amazing abilities. Few games capture how technology advances tend to be both fleeting, difficult to implement, and/or expensive. It is also rare for games to have technological dead ends, new designs that are worse than old designs or black holes that continue to suck funding long after its clear its a dead end.

So my plan for playtesting technology in TGWB will be to have a number of Technology cards that players can compete for. The cards should be fairly powerful and nice to have. But once you have a Technology card, the cost of keeping the card in your hand increases by one per turn. After a couple of turns the cost of being the leader in a particular technological capability will probably get too high. So no one will dominate the game via technology, which I think fits with the general declining empire theme.

 


Mapping the Galaxy

September 29, 2017

The design problem I have been wrestling with this week, is just how much stuff to include in the map game, and how much detail will be required on the game map.

I am still thinking about whether the map game takes place at the same time as the other potential mini-games (imperial politics, trade, technology, and possibly intelligence), or whether the mini-games follow the map game, with the players having the freedom to choose which mini-game they want to engage in.

The latter option requires more time for a full round of player actions and decisions, but probably does not put as much stress on the players. This is because you can pause between the major game phase transitions and give the players time to distribute information. It also gives Control time to tidy up the game while the players are busy elsewhere.

The former option puts more stress on the players (who have to make time during the game to share information with their faction members, and to do diplomacy with other factions), but allows each player role to be more specialised (and in theory means each player has to master a shorter set of rules). This is I think closer to the way that most other Megagames have been run in the past.

In terms of map design, if only a subset of the players are playing full-time at the maps, then they can afford to be a little smaller in physical size, but could also be a bit more rich in information. I’ll come back to this idea towards the end of this post. There is a third option as well, which is to run the map game full-time, but to only occasionally run the mini-games, rather than having the mini-games occur every turn.

I am not sure if there is a right answer here.

Map Progress

First, I have spent some time getting to grips with Profantasy’s Cosmographer expansion for their Campaign Cartographer mapping software. One of the things I did was to grab their example of a galactic map, and strip off its political borders and labels.

Galaxy Map Sans Lines

While this looks nice, the physical nature of the map tables means that building a game map for 40 odd players off something like this is hard. A big circle is simply too difficult for players to reach across. Plus the most recent thoughts on what the Milky Way looks like are a bit more complicated. The presence of a big black hole in the centre of the galaxy (Sagittarius A) means that its a bit implausible as a location for an Imperial capital.

sig05-010_Ti

The Milky Way Galaxy Map website, as the name suggests, has been able to provide me with a lot of information about the observable portion of the Milky Way galaxy. On the whole it supports the four spiral arm take on the Galaxy, but also provides a bit more discussion in talking about the spurs off the main arms and some bridges that connect them. So this atomic hydrogen model map was very helpful in taking my ideas to the next level. The far side of the galaxy probably has a similar level of interesting detail, but we simply can’t observe it accurately through the plane of the galaxy.

model_illustration_large

So what I have done here is outline five sections of the map to focus on. Each of the red rectangles will be developed into its own map. So unlike The Colossus of Atlantis, each table will have a different geography and character. To simplify gameplay, the off-map parts of the galaxy will be sparsely populated backwaters that play no major part in the game.

Galaxy Map Realistic

The most common term for mapping large sections of the galaxy is quadrant (typically either centered on Earth, or the centre of the Galaxy). The English language is sufficiently flexible to allow more than four quadrants (the word has the same sense as a city quarter). For a smaller region of space, I think “sector” is the term most often used in fiction. So the levels of gameplay are:

  1. Galaxy
  2. Quadrant
  3. Sectors and Hyperlanes
  4. System

Map Complexity

First, lets repeat this image from a previous post, covering what the sector/hyperlane/system part of a quadrant map might look like. I think in future versions I will try using some of the sheet effects in Cosmographer to make the sectors more circular in shape.

Map Example

So what a player could see on the game map is:

  1. Name labels for the different areas on the map
  2. Borders between different areas on the map
  3. An indication of the value of the area (for gaining resources for use in trade and other mini-games)
  4. Sector Bases
  5. Fleet units controlled by one or more players
  6. Imperial fleet units loyal to the Galactic Empire
  7. Megaships (with a 50mm base, they take up a chunk of real estate)
  8. An indication of who controls the region
  9. How loyal an area is to the Galactic Empire (I am thinking of using heart shaped tokens for this)
  10. How integrated the area is with the Galactic Empire (direct rule, local rule, or collapse).
  11. Stress markers (for determining where crises occur)
  12. Indications of important changes in the game state (tokens, cards, marker pen on laminated sheets, etc)

Which is getting to be a bit much I think. Especially if you have to scan 20 odd areas on the game map. Its a lot of rich, complex information, which makes the game fun to play if you have a fair degree of system mastery, but could be overwhelming in a one-off megagame. The COIN system that influenced my design thoughts is optimised for around four players, rather than forty players. I am just a bit worried that its one token too many, and my design goal is that I want players to be able to resolve three rounds of action at the map table every 20 minutes (a lot like Aquila Rift).

Here is what I think I can do to keep most of what I want in the game system, while making it easier for the players:

  • Only allow one faction base per sector – so control determination becomes “Who controls the base in the area?”.
  • Allow the non-player faction Pirate/Warlord Bases to be placed in sectors – thus keeping a feeling of “Space is really big”.
  • Colour code the sector borders so that each Governor’s initial areas of control are clearly marked (and I can match the colour to the faction colour of the player). Things will change in play, but I think players can stay on top of that.
  • Tying the condition of integration with the Galactic Empire to the player rather than the map (which also fits well with how I intend player resource budgets work).
  • Making the value of a controlled sector or system be one, and the value of a controlled section of hyperlane be two. Because the values are fixed, I may not need them printed on the map, but I might need a “Burn” token if the area is destroyed in economic terms.
  • I will see how loyalty markers work in playtesting (as some factions will be working to preserve the empire, or to secede from it, I want to keep this in).

So, if you have read this far, what would be the first thing you would cut to make the game simpler?