Wednesday 12 September 2012

A playtest - a palpable playtest!

It’s been really quiet over here which reflects a general lack of gaming but specifically no chance to play test the GSH.

But that ended Monday night when our regular RPG got cancelled and nobody said “nooooooo” quickly enough when I suggested playing GSH…..  Somebody said they wanted to play a “new game” and I pointed out that nobody had played this version of GSH before……

Good stuff – it was a tight race to the end – with lots of violence and chaos – and using cards to do cunning stuff.  The new cards definitely worked – and added a nice bit of uncertainty and chaos to the game.  The “peace card” is now simple to play – but seemed to work well enough……

People got confused about the population cap increase rules – but somebody made a suggestion which is functionally the same but about 100 times easier to understand.  So that’s going in no matter what..

It’s not perfect – went on a little long – the board is quite samey so there does not seem that much to fight over at first (later one space becomes a premium) – the build cards are not very diverse.  But they all felt tweakable issues.  That the framework of the game was right – you just needed to hit the right combination of numbers and the problems would go away.

But there are a few structural problem – attacking is not very well rewarded.  The combat is by elimination – so attacking costs you as much as it costs the defender leaving you with less to defend yourself. 

Equally at the end of the game – going last is very powerful and the result tends to be known before the end of the game.  There is no hidden information to add an element of uncertainty over that last turn.  Worse you can find yourself in a position where you can no do much to affect your – or even other peoples position.

The now departed renown mechanic (no flowers) was an attempt to solve this but it never quite worked – it was fiddly and people (including me) forgot about it.

Likewise RongaRonga cards were meant to drive attacking behavior - and they do but maybe not enough – but as a man who ended up with a hand of the damn things last night there just not that useful.  So perhaps they just need to be more powerful – that would change that.  But at the same time they can currently cause a three point swing (gain 2 and reduce opponent by 1) which is as good as a stone head….. (The card mix may also need playing with – a few less RongaRonga cards might not go amiss…..)

I need something that will fit into the flow of the game – provide an element of the unknown – and reward attacking.  I’ve had an idea – currently called “trophy taking”.

There will be a deck of special items – ownership of which will give you a VP.
You will also get a card at the start of the game which gives you bonus VP’s if you hold a particular item and negative VP’s if somebody else does.
A small number of items will be face up next to the board.
When you win a fight – your opponents pieces do no go back to there pool – you collect them.
At the end of the turn the person who has killed the most gets to pick a card (and then the dead return to your opponents pool ready for the next turn).

What I think should happen is…….

a)      People have an incentive to attack as that is the only way to get a card – but this will mainly happen when the card there interested in comes up
b)      At the end of the game people will be unsure about what’s happening – and always have something to fight over (that last card) – in fact I’m rather hoping it will cause a massive blood letting frenzy in the last turn. 

If that works – that just leaves game end condition to get right.  Tiny Tiny steps.

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