So Friday morning – me and SH (if he's got a blog I don't know about it)
sat down and talk over 'Upon A Throne Of Bone'. It was nice to have
somebody to talk to and bounce ideas off – you can roughly outline
stuff, check what the other person meant, and explore why you might
want certain things. It also let me talk about 'Aye Dark Overlord'
and it's clear that story telling game is a major inspiration to me.
In fact what I'm trying to do is create little mini rounds of Aye
Dark Overlord but ones in which you've not automatically failed and
are in fact defending how well you actually did.....
This
is me trying to get as much of that down in one place as possible –
if for no other reason then it lets SH point out stuff I'd completely
forgotten.
I
think most of the structure from the previous posts can stay.
But
I shared the background that had been rattling around in my head for
a while – which made some of the rest of the game decisions lock
into place so that's worth sharing....
It
is the time of the great conjunction – for a brief while the dark
forces can escape there prisons and threaten the lands of men - but
soon enough the conjunction will end and the dark forces will once
more me pulled back. Each overlord wishes to be remembered as they
greatest force of terror once the conjunction is over while your
minions wish to ensure they go back into the prison as your most
favoured minion. Because if it's bad enough being trapped in the
prison with a bored and angry overlord – now imagine how much worse
it is if your trapped in a supernatural prison with a bored and angry
overlord who does not hold a grudge against you......
Game
wise this means the basic structure is - Overlords want to gain
terror but have few ways of gaining terror directly. They do
control resources that minions can use to gain terror – and they
control the distribution of favour to minions.
Two
special case for that however....
Minions
will have a little mission card (whim cards) which if they complete
will gain them a minor amount of favour directly – filling whims
the overlord player has no idea he has. This is to give a minion a
reason to go slightly off mission in an effort to fullfill a whim.
Also
the overlord during the resolution phase will be able to be involved
in some sort of puzzle game – seeking to unlock powerful bonus
resources and also obtaining terror directly. This is currently a
bit mastermind based more details to follow however the tokens for
use in the game are obtained via actions in the world (ie raiding,
destroying locations).
One
key aspect is that we are giving the overlord player some tools to
help them manage there minions but the managerial style they adopt is
entirely there choice.
There
was also a lot of discussion about the conflict resolution system –
it's still a work in progress but there was a lot going on there.
There
are kingdoms – kingdoms are a collection of 'things' that are held
together by a single central strong location. Destroying that strong
location destroys the kingdom and all associated things giving a
really large amount of terror (and brings a new, stronger kingdom
into play).....
Destroying
locations within that kingdom give you terror and weakens the central
location making it easier to destroy.
You
can also choose to raid a kingdom – which gathers you resources
and/or terror and weakens the kingdom as well.
The
full conflict resolution is used when trying to destroying a location
or when fighting another overlords forces.
Locations
and monsters have four statistics. These are guile, magic, strength,
and swords. A location can also have requirements – for example at
least 3 magic, or other keyword requirements. For example the
location 'the lonely crag' requires 'flying'.
Combat
does not involve any dice – this is because we wanted to remove the
'I rolled badly' excuse for minions. However some randomness was
felt to be good – so each location will be dealt a card that
changes it's values in some way. That card will remain in effect for
the whole turn – so every person interacting against the same
strength.
The
intent is that a combat will take place in 4 stages – a guile
stage, a magic (magic could be called ranged) stage, a strength
stage, and a casualties stage. The strength stage decides the winner
of the combat – while the guile and magic stage have an impact on
the up and coming conflict.
The
intent of the combat system is to limit casualties so nobody will
ever lose to much in a single go; that a weaker attacker can have an
impact on a stronger force allowing 'spoiler attacks'.
The
current rough idea is that the winner of the guile contest sends a
monster home (back to the overlords base) with a strength no greater
then the amount they won by; the winner of the magic contest kills a
monster with a strength no greater then the amount they won by; the
highest strength wins the contest; the loser takes a casualty with a
strength no greater then the amount they lost by as does the person
with the least swords (you guessed it) with a strength no greater
then they amount they lost by. Person inflicting the casualty
choices – if no player is present to decide the lose then the
strongest possible is removed – with a dice roll breaking ties.
This may well need some sort of tweaking for balance but that is the
current idea.
Spells
are carried by minions – and if a minion is present at a battle
they can play a spell (powered by mana) to effect the battle. Minions get spells and mana of the Overlord - but once they've got them they are there's to use or not use. Some sort of spell hard limit is required I think.....
A
minion may also decide to count themselves as having single point of
any characteristic (including swords) for the duration of a contest.
Not
all contests use the full method – a number of them are simple
auction contests. In those cases a minion counts as the resource –
and then also wins ties (if your still tied then it's coin flip
time).
Raiding
is a bidding system based around guile – the amount of guile you
have sent is your bid and highest bid takes the first pile of
resources (gold and terror).
Obtaining
plans is a bidding system based around gold – the highest amount of
gold gets first pick of available plans. This means that players are
setting the prices of rooms.....
Controlling
hero's is a bidding system – currently based around the magic
statistic (corruption).
A
hero remains stationary unless somebody bids for control of that
hero. The evil overlord at the bottom of the terror track will gain
bonus biding that can only be used when bidding for control of a hero
– because hero's will tend towards fighting the biggest and meanest
hero.
A
hero placed on a location will add there statistics to that locations
difficulty. So a hero does not affect raiding, obtaining building plans, or obtaining hero's.
A
hero placed upon an overlords base will attack that base – causing
damage and costing terror. How a base defends itself is not clear –
it wants to be a slow grind through the base destroying things until
the heroes are worn down. But not sure how to make that happen.
We
are currently missing a quest mechanic – allowing minions and
overlords to pursue particular goals. One end of this is simple
enough – completing a quest opens up a new location that has a
token based requirement to attack it while giving you the token. The
other end of the process and making that interesting and unique is
not yet clear although it may involve using tokens obtained from
activities such as raiding that are also useful in the overlord
puzzle game.
Overall
a very useful meeting – getting even a skeleton of a system agreed
is a fantastic step forwards.
Realised I'd missed something important - alliances.
ReplyDeleteSo if two sets of evil overlords troops are at a location - they will fight each other before they fight the location. Unless one of the two is willing to 'serve' the other - at which point there forces are joined to that player for the duration of the resolution. The player 'in charge' overlord gets all of the benefits...... Which is a terrible deal - so you'd almost certainly need to offer something to them to make that deal - but since everybody is evil then no deal is binding......
I much enjoyed being able to comment on your ideas and bounce things back and forth. It's clear you have a great grasp on self-balancing game mechanics, more so that I.
ReplyDeleteThe important things you have to keep in mind is ensuring things remain balanced (because people will meta-game otherwise) and fun (smash the elves!). Unfortunately they're probably the two hardest things to achieve. :)
I think you hit on some important aspects of the game - namely:
1, Player bidding on important items of gameplay (buildings, spells, heroes) - this neutralises any impact of inflation from turn to turn.
2, Ease of resolution for combat. You're right in saying you don't need dice rolling, because that requires the presence of people in order to roll the dice and that will just take time (and slow the game down). Far easier if the GMs just resolve fights using a prescribed sequence of events.
3, Some form of catch-up mechanic that doesn't feel too obviously catch-up-mechanicy. The bidding for heroes is effectively indirect catch-up as there's no way to guarantee that you'll get the best hero (the current game leader could still achieve that, but it'll cost him to do so). One thing we might need to concern ourselves about is how we "explain" this in the language and flavour of the game. I quite liked the concept of rumours - that the strongest teams have more rumours generated, but corruption works as well. However, you would probably expect the player winning to be "more corrupt" and hence have more corruption to spend to influence the heroes. Whatever, it's a minor point. :)
I suspect the next stage is to put some ideas for buildings, spells, combat units, quests, objectives (as in villages to raid, fortresses to smash, etc) and pick some numbers out of the air - try playing a few rounds, revise, repeat. For combat units specifically, we may need to match the flavour to the miniatures we have available (I have a copy of Descent, so can supply at least two dragons and a myriad of smaller creatures).
The mechanics for combat sound good, and offer the potential for predictability and yet are complex enough that once the forces get large, there could be chaotic relationships and cause for some unexpected results.
I'll do some thinking this week and get back to you with some ideas :)