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Sunday, March 11, 2012

The First Planet

It's been a while since I posted on this blog, which is a little sad, since I've actually been very active in the board game community.

Here's a preview of a game that I've recently started working on:


The First Planet


            Life did not start on Earth.
            Uncounted millennia ago, the Earth was seeded with genetic coding.  Life slowly evolved, changing form as the Earth developed.  The land solidified, and creatures began to walk, slither, and fly across it as the oceans teemed with life.
            One species, a weak, slow, hairless species, learned to survive by traveling in packs and outsmarting their predators.  Their wits let them survive, and eventually, thrive.  They tamed the wilds to their liking, spread across the planet, and became the dominant species of the planet.  And when the Earth grew too small for them, they looked up to the sky. 
            The Moon was colonized, then Mars, then the ring of asteroids spinning around the sun.  That’s when they discovered the Structure.
            Nestled into a hunk of rock in the asteroid belt, the Structure had been built before humans learned to sharpen rocks into weapons.  It was designed to survive the cold, harsh destruction of space.  Half of it was exposed, a perfect half-sphere, while the other half was buried in the rock.
            While the half-sphere portion of the structure was surprising when discovered, it was the inner part of the structure that caused shock and awe through the human society.  Some described it as like a beehive; others said it was more akin to a nautilus shell.  It was clearly designed by something with great skill and craftsmanship, and it was not of human origin.
            Other clues were found later, but the Structure was the first, and in many ways the most important.  Life had existed elsewhere in the universe long before it developed on Earth.
            So humanity set out to find that life.  They set out in search of the First Planet.


This doesn't actually reflect my views on creation or anything, but the concept is interesting and should make for some fun gameplay.

Saturday, August 13, 2011

The Tenth Dragon

When Godd created the Wurld, she saw that it was beautiful, full of green mountains, white shores, and blue seas.  Godd wanted to display the Wurld to all of Creation, and so, she hung the Wurld in the Heavens, suspended by nine chains gripped by nine dragons.  A tenth dragon circled the Wurld carrying a great Torch, which gave warmth and light to the Wurld.

But now, something is wrong with the tenth dragon.  You can see the great Torch receding, and feel the Wurld growing colder.  Snow is falling in the harvest month.  The crops are withering and dying.  And furred beasts are descending from the north and ravaging the village.

Knowing that time is precious, you gather supplies and prepare to journey north, to the mountains, to the Shrine of the Tenth Dragon.  Only there do you have any hope of discovering how to return warmth to the Wurld and saving your village.

This is a game idea that occurred to me this morning.  I was supposed to be sleeping in, because Saturday is the only day that I can catch up on my sleep.  Instead, though, I was mostly awake, and kept having random ideas.  One of them was a game title, The Tenth Dragon.  I rolled with the idea, and came up with the background you just read.

I am currently envisioning the game as card-based, for one or two players.  In solitaire mode, the player must work to overcome various obstacles in a journey to the Shrine of the Tenth Dragon.  In co-op mode, two players will work together to overcome the different challenges, while should hopefully scale in difficulty.  I have a few ideas about how the game might work mechanically, but this will probably be on the back burner for a while as I focus on research for another project on which I am currently working.  For now, I just wanted to get the inspiration "on paper" so I can refer back to it when I have the time to work on the game.

Wednesday, July 20, 2011

The Sewer Rats

I want to put some thoughts to paper (figuratively speaking), but don't want a lot of people reading them as of yet.  This idea is still quit undeveloped and needs to simmer, but writing about it well help me gel the concept.

I plan on writing a role-playing game.  It may just end up being a module for a game system that already exists (I hear that the GURPS system is pretty versatile), but I kind of like the idea of designing my own system specifically for this setting.

In the not-too-distant future, the world's oil supply suddenly and rapidly dwindled to nothing.  The infrastructure of the United States, so dependent on gasoline, crumbled.  Power outages swept across the country as power stations ran out of the coal, gas, or oil necessary to keep them going.  The economy collapsed, and the nation's leaders, huddled in their underground bunkers powered by hydroelectricity, cowered and waited for the country to dissolve.

Then came the Corporation.  It approached the United States' panicked legislators with a new, renewable energy source.  While not environmentally friendly, it could rapidly replace oil as a source of fuel, restoring the country as the dominant nation of the world.  All the Corporation asked in return was control.

And control it received.

No longer governed by the people, no longer protected by the Constitution, the United States became the Incorporated States.  The Corporation dissolved all American businesses and established a communist totalitarian state.  All citizens were required to attend Corporate schools, work in Corporate jobs.  In return, the Corporation restored energy to the nation.  It provided jobs, housing, food, clean water.  Everything a citizen could ask for.

All for the price of freedom.

Thirty years later, you are a member of the resistance.  You live off the grid, underground, or in abandoned buildings.  You do what you need to do to survive.  And you fight and hinder the Corporation in any way you can.

You are a Sewer Rat.

That's the basic backstory.  I may, later, change the way that the Corporation came to power, but I like this one because it makes some sense, and this new energy source could cause it to be dark, rainy, and unpleasant all the time, which would fit the pseudo-post-apocalyptic mood.

The basic idea of the game is that the players take on the roles of Sewer Rats.  They try to take down the Corporation using any means necessary--stealing from them, subverting employees, whatever they can do, they'll do it.  And while their cause, it is just, they also have to eat occasionally.  Which will often mean that they must steal from the very citizens they are trying to free.  Moral dilemmas galore.

Wednesday, July 6, 2011

Game Concept: Enki-Des

I didn't set out to come up with a concept for a game.  Admittedly, I knew it was a possibility, but it was not the goal.  My intention was to have a nice thought-exercise in creating a mythology.

So here is what I came up with:

The Ukri are a people constantly at war.  They developed along the western edge of Baltien, but despite ready access to the ocean's vast resources, did not develop sailing techniques for centuries.  Forced to eek out a living without being able to fish on a large scale, they eventually rejected small-scale pearl diving and fishing in favor of raiding their wealthier neighbors to the east.  They became a very warlike people, and their mythology reflects this.

The Ukri believe that death brings them to the Enki-des, or Soul Gates.  The Enki-des is a series of seven gates, and the Ukri spend their lives preparing for the seven trials they must face in order to pass through the Enki-des to reach Furrma, or Paradise.

The first six trials are combative.  A deceased Ukri must battle and defeat a powerful guardian to pass through the first Enki-des, then the second, and so on until the last.  The final trial is not a trial by combat, however.  Instead, the Ukri must present his or her Enko-ori, or essence pearl, to the Enki-Rochimga, roughly translated as Guardian of the Soul, who is usually depicted as a giant white bear standing upright on two legs.  If they are able to present their Enko-ori to Enki-Rochimga, the Ukri are permitted into Furrma.  Obtaining these Enko-ori is critical to the Ukri--without it, their battles through the first six Enki-Des will be for naught, and Enki-Rochimga will devour them.

There are two ways to obtain one's Enko-ori.  It may be obtained in life if one lives a long, honorable life.  In such cases, one's Bilchidru, a sort of observing spirit, will grant one his or her Enko-ori immediately after death.

For those who do not live long enough or honorably enough to be granted an Enko-ori freely, there is still hope.  They must search the Enki-des for their Enko-ori.  This search may take a very long time, and they will be fighting the guardians of the Enki-des the whole time.  

Subsequently, the Ukri prepare their entire lives to fight.  From the time they can walk, they are told to run.  From the time they can lift a stick, they are shown how to use a spear.  They are trained to fight, and they do so exceptionally well.

Interestingly, they are not bloodthirsty warriors, like many of the warrior nations that developed in Baltien.  This is likely because of their quest to obtain their Enko-ori by living a long and honorable life.  While they are willing to fight and raid as a way of life, they do battle as bloodlessly as possible, seeking to leave their opponents alive, but incapacitated.

So, the game concept is pretty straightforward.  It's a solitaire game, wherein the player takes on the role of a deceased Ukri warrior, and must battle his or her way through six unique guardians.  After defeating a guardian but before advancing to the next stage, the player may search the area for his or her Enko-ori.  If he or she does, they must battle the guardian again, regardless of whether or not they are successful in finding their essence pearl.  Alternatively, their may be a way to search the area while doing battle, but the player will be distracted and thus take damage from the guardian.  I haven't worked out how this might work mechanically, yet.

If the player is able to reach the final gate of the Enki-des and present his or her Enko-ori to Enki-Rochimga, he or she wins.  Otherwise, he or she loses.

Sunday, June 5, 2011

Solitaire Print-and-Play Contest

I am getting close to finishing my newest game design project, called Derelicts of Sin: Heresy.  Heresy is the first in a series of games that seeks to combine the feel of old-school text adventure games with modern board game design sensibilities.  It is a solo RPG-esque game with a sci fi/horror theme, designed for the Solitaire Print and Play Contest.

The player uses a series of randomized room tiles to slowly create the derelict ship throughout the course of the game.  Gradually, the player will also gather items and solve puzzles in order to restore power to the ship, at which point he or she has multiple options for winning game.  Time is of the essence, though; once the player runs out of oxygen, it's game over!

Version 1.0 of the game book can be found here.  Version 1.0 of the tiles are here, and the data cards are here. The player sheet is here.

For background purposes, you should know that I'm a bit of an oddball.  My synapses are always firing, and occasionally, out of the blue, a word or phrase will pop into my head and I'll think, "That would make a cool title for a movie/game/novel/whatever."  One Thursday, 5 May, a phrase popped into my head while I was at work: "Derelict of Sin."

"That sounds cool!" I thought.  "How can I use that?"

I started brainstorming, and very quickly came up with a rough storyline in my head.  I decided I liked the idea of a sci fi puzzle adventure, like the old text adventures we all know and love.  (Or is that an older generation thing?)  I even considered making it a text adventure, but thanks to some suggestions and encouragement from various BGG members, I decided to attempt it as a board game.

Derelict of Sin has since evolved into a concept for a series of games called Derelicts of Sin.  The first game, Heresy, involves the protagonist, Kyle Mason, exploring one of the Derelicts of Sin in an attempt to survive.  His ship was destroyed by sabotage, and by sheer luck, he was able to reach the Wreckage, a Cursed zone declared off-limits by the Theocratic Council.  As Kyle explores the [i]Heresy[/i], he learns more about what happened to the ship, and must face the truth about the Council--that it is not the holy governing body it pretends to be.

I had several design goals while creating this game.  Feel free to let me know how well I accomplished these goals:

1. Create a tabletop game that evokes the feel of a text-based adventure.

2. Create interesting decisions for the player--i.e., moments where the player must decide, "Should I do A or B?  Which would be a better use of my resources?  Which will help me win the game/achieve the ending that I want?"

3. Weave the storyline into the story in such a way that it doesn't crowd out or distract from the gameplay.  In other words, make the game playable without the storyline, and add in the story so that those who are interested can enjoy it, while those who simple want to play or replay the game can do so without getting bogged down.

4. Allow for multiple "good" and multiple "bad" endings.

5. Push the player to a particular "preferred" ending.  This was a minor goal, but since I have a few sequels in mind, at least some of which will likely involve more of Kyle Mason, I wanted to guide the player to an ending that made sense, yet would continue the Derelicts of Heresy storyline.

Check out Joe's wicked awesome graphical update to the game here.

Also check out the "stealth" version, Pocket Derelicts: Heresy, based on the popular Pocket Dungeon print and play game by Jonathan Gilmour.  The PocketMod player sheet for Pocket Derelicts: Heresy can be found here.  The rules can be found here.

Monday, May 16, 2011

Compact Heroes

I want to take a moment to endorse a really cool endeavor.  Rob Waibel, a retired Army veteran and long-timed RPG designer, has created a card-based role-playing game specifically designed to be small and portable.  This is very handy for soldiers, who may want to play a good RPG but can't afford the weight and space of the plethora of books required for many RPGs.

Rob is using Kickstarter to fund the initial printing of the game, called Compact Heroes.  Not only is the game perfect for anyone that needs to be able to pack up their stuff and move easily (I'm looking at you, college students), but for every copy sold, Rob will donate $1 to a Veteran's Charity.

I encourage you to support Rob in his new game design.  It's fun, portable, and a unique take on role-playing games.  And it happens to support those who put their lives on the line to defend us and our country.

Compact Heroes

Little Box Contest: Zodiac

I would apologize for the long stretch without any posts, but since no one actually reads this blog, I doubt it caused anyone much distress.

Last month, I submitted several games to a print-and-play design contest called the Little Box Contest.  The challenge of the contest was to create a game that would fit inside a small box--roughly two-thirds the size of a paperback book, I would say.

The first three submissions were mine, and all three were pretty terrible.  I will freely admit that.  I did learn a lot from designing them, though, so I don't feel like my time was wasted.  (The time of anyone who actually printed out and tried any of the games, though, may have been wasted.  Sorry.)

The contest has closed for submissions, and is now in a voting period.  Anyone who wishes can print out any of the game submissions, cut the components (the majority of the games are card-based), play them, and vote for their favorites.

If I was a dishonest or a prideful man, I would vote for my own games, but I can plainly see that they are the worst of all the submissions.  So that option is out.

I have tried several of the other games, though, and the one that got my vote is called Zodiac.



Zodiac is a game about trying to influence the twelve signs of the Zodiac in a race to build up enough power to gain control of the different planets in the heavens.  It is for two- to four-players and takes anywhere from twenty minutes to an hour to play, depending on the number and experience of the players.  According to the designer, John Burnson, the idea was to create a game like Dominion, but without shuffling.  I think he was successful, and I find the game to be very enjoyable.

The way the game works is this:  There are twelve cards arranged in a ring, each card representing one of the twelve signs of the Zodiac.  Each card has its own ability.  For example, Crab allows you to claim an additional card during your turn, rather than the usual one.  Twin allows you to activate a sign twice.  Bull allows you to gain 1 sway token.

Within the ring of twelve signs are five planet cards, each one worth a different number of points--3, 5, 7, 9, and 11.  A player must be able to pay sway tokens equal to the number of points on the planet in order to claim it.  The game ends when all five planets have been claimed.  Since each planet can only be claimed by one player, the player with the highest number of points wins.  In order to build up enough sway tokens to gain a planet, the players must claim signs and use their abilities.

Only six of the twelve signs are "visible" each turn.  The visible signs are marked with a moon counter in the corner, and they are the only signs that can be claimed or activated.  Each turn, the sky advances by one sign, so players must plan ahead when deciding which signs to claim and which abilities to activate.

Signs can be claimed by as many as three players.  However, each player must pay double the previous price in order to claim the sign.  So the first player must only pay one sway token, which he or she places on the 1 circle of that sign.  The second player must pay 2 tokens in order to claim the same sign.  One of those two tokens is place on the 2 circle of that sign, while the other goes away.  The third player must pay a whopping four sway tokens in order to claim the sign, one of which is placed on the 4 circle, while the other three go away.

Any player who has claim on a visible sign can activate it once during his or her turn.  For example, if Jimmy has claimed rank 1 of Waterbearer, he can activate it's ability during his turn, "Gain 2 sway.  Each other player gains 1 sway."

A turn goes like this:  First, the player must "advance the sky."  This means moving the moon counter from the last sign in the sky counterclockwise and placing it on the next available sign clockwise.  Thus, the sky moves around the circle of signs, constantly changing which abilities are available and what cards can be claimed or affected.

Second, the player gains one sway token automatically.  This really isn't a lot.  It's very important to use the signs to gain additional sway each turn.

Third, the player is allowed to use any or all sway available to him or her to claim a card.  This can be either a sign or a planet, but the player must be able to afford the price in sway, and he or she is only allowed to do this once.

Fourth and finally, the player is then allowed to activate any visible signs over which he or she has claim.  Each sign can only be activated once per turn.  This tends to be the most interesting phase, particularly late in the game.  A player might activate Twins so he can use Maiden twice and gain a total of six sway tokens, then activate Ram to advance the sky, thus making Crab visible, allowing them to use their newly-gained sway to claim a planet.

I was able to play the game last night with my wife and a couple of friends.  My wife ended up winning, which is probably a good thing.  She doesn't normally care for the more strategic games that require a lot of analyzing and concentration, but I think she had fun, and clearly our two friends did, as well.

Because the placement of the twelve different signs is always randomized, and because only six of them are ever visible at any given time, the game can be a real mind-bending puzzle at times.  The positions of different signs in relation to others can be extremely important.  For example, the Twins + Maiden combination (activating a sign twice + gaining one sway for each other visible sign besides Maiden that you control) can be exceptionally powerful, but it's difficult to pull off more than once or twice a game if they are on opposite sides of the sky.

If that sounds even remotely interesting to you, I highly recommend checking the game out here.  You can also find the Little Box Contest here.