I recently played two games that were very heavily dice dependent and one I found the dice annoying - and the other the dice added a pleasing amount of randomness....
The first was Elder Sign and the second was Roll Through The Ages - the bronze age although technically we were playing the free expansion "the late bronze age" it's a much more balanced game).
Now there very different games - one is Arkham horror lite well the other is Civilisation in 30 minutes and there are a lot of other differences but as I sat there trying to work why the dice in one where annoying me and in another they were not. I think it hinges on one very big difference struck me....
In Elder sign i you roll dice to try and overcome a problem. You either succeed and gain a reward - or fail and take a penalty. And while the tasks come in stages you can not get partial credit -only clear 2 out of 3 stages it's still a fail and the next person will face all 3 stages again.
So very binary. And succeeding was also a bit flat - after all - what had I actually done?
In Roll Through The Ages - you roll your dice three times - keep some of them (have to keep others of them) and then use those dice to do stuff. There are times that you get terrible turns - when you need food and rule no food at all. Or when you roll a bunch of disasters. But no matter what luck sends you - you get to do something even if it's not quite what you wanted.
I find one of these annoying and the other fun......
So in my opinion - succeed/fail is a bad mechanic where as "where do I go from here" is a good mechanic to use with dice. And I shall do my best to remember that.
Thursday, 17 May 2012
Sunday, 6 May 2012
So some friends of mine....
....helped me work out the probability of certain things and the deck design I had for "empire poker" did create some really really odd effects..... Not given up - running the numbers on another possible design but there's no sign my subconscious has got better at game design.....
But today we had a decent GSH play test. Actually went really well - felt like a game. Not perfect - one player started to death spiral in a bit - but still pretty good. One thing I'm noticing is that I don't see the temptation in hitting weaker player - but other players do....... Also the "lurking at the back" before leaping forwards tactic seems very strong....
Players have pointed out that I've created a game of Chaos - where nothing lasts and everything swings back and forwards. Which is good - as that's what I wanted to do......
Quick conversation provide some clear modifications - one change to board set up, reducing the cost of something, and a change in order. All easy enough to implement that version 2.08 is actually already read to go. Just need a bit of cutting out......
With some potential changes for 2.09 already lined up - but need to see how 2.08 works first.....
There is some serious work to do on the User Interface - and flow of the game which might help make the game rattle along quickly (it currently takes about 3 hours to play - but feels more like a two hour game in terms of the amount of game play you get) but that needs to wait till the game itself is better. But good overall.
But today we had a decent GSH play test. Actually went really well - felt like a game. Not perfect - one player started to death spiral in a bit - but still pretty good. One thing I'm noticing is that I don't see the temptation in hitting weaker player - but other players do....... Also the "lurking at the back" before leaping forwards tactic seems very strong....
Players have pointed out that I've created a game of Chaos - where nothing lasts and everything swings back and forwards. Which is good - as that's what I wanted to do......
Quick conversation provide some clear modifications - one change to board set up, reducing the cost of something, and a change in order. All easy enough to implement that version 2.08 is actually already read to go. Just need a bit of cutting out......
With some potential changes for 2.09 already lined up - but need to see how 2.08 works first.....
There is some serious work to do on the User Interface - and flow of the game which might help make the game rattle along quickly (it currently takes about 3 hours to play - but feels more like a two hour game in terms of the amount of game play you get) but that needs to wait till the game itself is better. But good overall.
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