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Amateur Boardgame Design - Sword and Planet pt. 1: Introduction Hot

Like many game geeks, I really enjoy the process of creating a game, and for this reason I plan on using this blog as a place to post my ideas and get some insight from other gamers of similar inclinations. I don't have any grand plans for any of these ideas, but I do enjoy the creative outlet it gives me. I encourage anyone who might read this blog to comment with ideas, concerns, criticisms... anything really. I know every gamer and his dog want to make games, but that doesn't really discourage me. I just enjoy working on something creative to give me a break from my routine tasks in life. I expect no greatness or publications, this is just a hobby and just plain fun.

The Warlords of Mars pt. 1 - Introduction and original ideas

One of my favorite series of fiction is Edgar Rice Burroughs "Barsoom" Mars series. Originally published in 1912, the series is the definition of pulp - fun and ridiculous. Horribly out of date and completely unfathomable to modern science, the stories are still a blast, adventure doesn't need to based within reality to be fun!

The stories follow Earth man John Carter (for the most part) as he is forced to rescue his beloved princess Dejah Thoris time and again. In the process, he kicks a lot of martian ass, and becomes warlord of Mars (the third book, published in 1918). My idea for the game, is to create a multiplayer AmeriTrashy game of combat and conquest in which players attempt to become the predominent power on Mars (known to the Red Martians as Barsoom). My game will take place before John Carter or any other Earth men arrived on mars, and before they permanently altered the history of the dying red planet.

As the first five books in the series has passed copyright date, I'll be confining my basis of the game on these works solely, along with personal development as well. I wanted to avoid bringing Earthmen into the game as they would throw the balance of the game off horribly. As John Carter notes, since Earth has stronger gravity than Mars, he is extremely strong compared to even the 10-foot tall green Martians and is able to leap extremely long distances with little effort on his own part. As much as I love John Carter, he is just too awesome to bring into a competitive multiplayer game.

The game will be largely character driven, but also incorporates war fleets of flyers (Resembling earth naval ships but converted with advanced Martian knowledge of the "eigth ray" to hover in the air) in order to conquer the cities of the dying planet. The battle over scarce resources is the focus of the game, and players will have to combine character actions, fleet actions and special actions in order to win. I still have yet to decide what the final victory conditions of the game will be, but it will likely be a combination of glory earned through conquest, duels and other special actions.

Two decks will play two different roles in the game, and players hands will comprise a combination of the two card types.

The resource deck will serve as the backbone of play, but also serves as a time clock. It is never reshuffled and once the last card has been drawn from it the game ends. Characters, weapons, special ships, occurences and other single-use cards will be in here.

The other deck is the special action deck and is reshuffled after use. This deck enables players to use their characters and fleets special abilities and will include kidnappings, assassinations, duels, etc. When cards are redrawn, players will be able to choose which cards to choose from.

It is presumed a player in a leading position will try to draw more resource cards in order to shorten the game, but these cards will be limited in their play, and without special actions, a player will be very limited. A player in a winning position would still need special actions in order to do much, as otherwise he would just sit there and take a beating.

Although this is just a mock-up, here is a hypothetical character card I created for John Carter. It was more to test the look of the cards, but will serve as an example so far:

Starting from the lefthand column working the way down, these are the stats (will eventually have symbols for easier use):

(Left Column - Personal Traits)

1. Personal Combat - use in duels between characters

2. Piloting - used when piloting a flyer - used in dogfights.

3. Intrigue - use in kidnappings, assasinations, etc.

4. Personal Honor - glory gained by success in any of the personal traits.

(Right Column - Leader Traits)

1. Leadership - the number of warriors and flyers a leader may personally command in battle.

2. Combat Leadership - modifier while commanding a fleet in battle.

3. Cunning - modifier for special maneuvers and other special combat actions.

4. Leadership Honor - glory gained by success in any of the leader traits.

All dice rolls are based off of a base number of dice for an action type (generally the same for both attacker and defender, but not always) plus a one die for each point of ability difference between the two characters.

John Carter is a nasty example because he has amazing stats but let's assume he goes into a personal due with another character, let's say Matai Shang the Thern (who will not be in the game, nor will any other Therns as it was John Carter who discovered them!). Assuming Matai Shang has a personal combat rating of 7 (very high!) this is how combat would play out.

John Carter (Attacker) = Base Dice (3) + Bonus Dice (9-7=2) = 5 dice rolled

Matai Shang (Defender) = Base Dice (3) = 3 dice rolled.

All successes are on 5's and 6's when rolling. John Carter odesn't actually have that great of an advantage here, which goes along well with the stories. He always did have problems outwardly defeating Matain Shang. If the number of successes is a draw, the attacker wins and the defender is "wounded," if either side wins by one success the loser is "wounded" and if either side wins by two or more successes, the loser is "killed." Wounded characters are flipped over and taken off the map, they will miss a turn but will return to fight again the turn after, it is presumed that they were defeated .

Killed characters are put into the resource discard pile, and may never reenter play. They are simply dead. Since John Carter, or any other hero in the Mars series, never dies, I decided to add the "Protagonist" ability. John Carter can be beaten in combat, but will always be back to kick ass in another turn. None of the protagonists of the stories will be included, but it was fun to add that onto the character card.

If John Carter were to win the battle, he would give his controlling player 9 (a hell of a lot!) glory. Killing the enemy grants no special bonus other than removing a character from play.

Another feature of the game, will be the presence of the green Martians in the dried ocean bottoms. Special event cards will keep a neutral horde of powerful enemies in a pool in the dead sea, and sporadic incursions by the creation of green Martian leaders will allow players to activate the green Martian hordes for raids. If left unchecked, the green Martians will destroy precious resources and slowly exert pressure on all players. Battles between players will be sidetracked on occassion to battle the hordes of Green martians who threaten a players resources.

Cities are the key resource in the game, but become weaker after continuous usage. A track will exist around all cities presenting different levels of resources which will shift according to refresh rates and unit buildings of a player. If a city is used to frequently, raided against, attacked or changes hands too many times, it will eventually become deserted and worthless. As dead cities are a key feature of the series, this is supposed to be a keen problem. The more dead cities, the more green Martians as well, as green Martians frequently make their homes in these deserted cities.

To give an example, the twin cities of Helium would be represented by a wheel around the space. There would be six spaces - 0, 0, 1, 3, 5, 8. A players control marker would be placed on the number of development the city was currently at. At its peak, Helium is worth 8 points, and would grant 8 points for production of units. Tapping this resource would, however, drop the city to 5 points. Cities will only regenerate when area refresh cards arrise, raising the value of all living cities in an area. Anytime a city is attacked and changes hands between players, its value will drop by one. Cities locked in combat for too long will simply become worthless. If a city ever drops below its last box, it will have its control marker removed and be considered abandoned. Over the course of the game, resources will get tighter, player armies will get smaller and green martian armies will get bigger.

All movement will be point to point between cities and locations, with areas sectioned off for refresh purposes and possibly glory purposes.

I'll post a bit more later, but this is a pretty good start to give an idea.

Please, let me know what you think!

*Edited to include a quick mock-up of what a portion of the map may look like - also quickly edited for spelling.

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Comments (18)
  • avatarGary Sax

    One thing that strikes me is the resource deck. If it's going to be the main driver of the game w/what comes up, it definitely needs to be different each game IMHO. I don't know if this is what you have in mind, but I see the resource deck as being some subset, depending on number of players, of the full resource cards in the box with the game. Again, I think this is what you have in mind, but it strikes me as critical so it doesn't feel like a Euro and you have a different game every time (i.e. sometimes John Carter never comes out).

    The deck setup reminds me of Starcraft... the one thing that bothers me about starcraft is the lack of variety in the combat deck. I see your other deck with actions and stuff having much more variety and character than something like Starcraft which just determines units abilities (and sometimes tech).

  • avatarGary Sax

    One more thing. I love the Green Martian thing. Having the system building up against you and raiding while you try to fend off the enemy is a great mechanic IMO.

  • avatarCount Orlok

    Thanks for the comments.

    So with the resource deck, you think it would be a good idea to have the cards within the deck change with each game - so, each game it would help to have a certain number of (hidden) cards removed? I like it. It would certainly keep everyone on their toes.

    So does this seem too "euro"? Not at all my intention, but I am curious as to everyones thoughts.

  • avatarGary Sax

    The euro part of my comment is just to say that the euro approach to the deck in my opinion would be that you would be sure exactly which cards you would see each game, just not when. So it would lend a predictability to the game that might make it easier to balance and would appeal to some people. For me, though, even if it's just a few cards, I like to see a variable deck where I get thrown surprises. You also couldn't just sit on your ass and wait for a savior to come down to counter a specific card, for example, you'd need to make sure you had other plans to scrape by.

    Also, from a practical perspective, it gives a nice way to expand the game if this ever gets produced--you could sell more event decks and either just play them, mix them, etc. A lot like the Arkham horror expansions.

    I don't think the game sounds too euro in general, honestly. The tight, declining resources is a little bit but probably in a good way. But it sounds like a direct conflict type game which is far from a lot of the multiplayer solitaire I associate most euros with.

  • avatarGary Sax

    Ah, one more thing. Sorry for all these separate comments... stream of consciousness.

    You will want to think carefully about how many characteristics are really necessary for your character cards. 8 is relatively high. I might keep forgetting which is which, even with good card design. Finding a balance between keeping each character unique and their characteristics flavorful vs. making it simple enough to evaluate their value and make them flexible enough is going to be critical.

  • philreed

    Are you sure about the copyright status of the John Carter books? The last I heard someone owned those and was defending those rights. You may want to put some legal time into the matter before sinking too many resources into the game idea.

  • avatarCount Orlok

    As far as I know the first five books have had their copyrights lapse, but I think the latter books still hold onto them. I have no idea how I would go about checking that of course.

    I really have no idea how to look into that though.

    As for the character stats, I agree and yet disagree. I want to have a large number of stats in order to make characters as asymmetrical as possible, but I also don't want them to be too complicated. The idea is to have very few characters that good in many things, and really allow each character to have a few special actions that they really excel at. I guess I need to create more characters and find out.

  • avatarBigLizard

    If you decide on cutting down the number of characteristics, you may try cutting out some of the universal character stats but then give each character a special ability that in some way reflects one (or more) of the removed characteristics. Say you removed all four leadership traits (as an extreme example), assumed all characters had the same base leadership skills, and then gave some characters a bonus for basic leadership (e.g., 1. 2, etc.), other characters a bonus for combat leadership, still other characters a bonus for cunning, etc. Some characters that are weak in one leadership category might get an extra bonus in a second leadership category just to keep things somewhat balanced. What I'm thinking is how in the game Runebound characters are given stats in three basic areas, then characters are further distinguished by special abilities that are relevant to different aspects of the game. Its one way the different characters receive "flavor" specific to the type of character. For example, the thief-like character gets bonuses for sneaking and hiding.

    Great idea for a blog. I've already picked up an idea to use in my own endeavour, an AT farming game that is nothing like Agricola.

    BillN

  • avatarBigLizard

    Hmmm....the blog doesn't like symbols. After "basic leadership" it should read (plus 1, plus 2, etc.) only with symbols instead of the word "plus."

  • avatarStephen Avery

    I like the idea. Pulp is sorely under represented in boardgames (and RPG's for that matter.) I would consider changing the success rate from 1/3 to 1/2 (or even 2/3.) Since your dice pools are relatively small you're going to end up with a lot of ties which may stall the game. The higher the success rate the greater chance you'll have a clear resolution in conflict.

    Steve"Playtester"Avery

  • avatarmetalface13

    I agree that 8 traits is too many. I like BigLizard's idea of less traits, more individualized character skills.

    Also, the rules for the cities seems a bit fiddly. I do like the idea of depleting resources though.

  • avatarmikoyan

    Looks like an interesting concept. I like the idea of the card pools, but I'd have to agree with one of the other authors in that there should be a variable resource pool to add an element of uncertainty to the game.

  • avatarmoofrank

    What Phil Reed said:

    I did a couple of minutes of research. The books ARE in the public domain--put Disney acquired all of the related Trademarks, because Pixar is working on a movie.

    Which means you can use the plots--just without making references to John Carter, Warlord of Mars, Barsoom.....

    Even if you publish it for free online, I'm sure a squad of Disney attack lawyers would send off a salvo of takedown notices within a few days once they notice you.

  • avatarmoofrank

    Some nice ideas, though. I really like the city decay.

    Would it be possible to make a jump to multiplayer? Especially if the green martians were controlled by a third player. Adding a third player changes battle games in spectacularly dramatic ways. Suddenly, you have an entire diplomatic layer imbedded in the game that you pretty much get for free.

    Not always good of course.

  • avatarBigLizard

    I reread your ideas again and really like the whole concept so far. Even if the Barsoom theme doesn't work out legally, I'd like to see something like it in action.

    BillN

  • avatarCount Orlok

    God damn it Disney. Fuck. So I can't use any of the specifics of the source material - not even place names?

    Well, that's going to put this on hold for a bit as the entire concept has been based around ERB's Mars books. I would like to continue with the themes of the books at least, but now I'm unsure as to how to go about using them.

    As for players, the whole game is meant to be multi-player, probably up to 5 or 6 players. The number of characters in each persons control would be something like 3 plus the number of cities controlled.

    Now I have to work out re-theming the entire game and am a bit disappointed. Thanks for all the suggestions, everyone.

  • avatarShellhead

    I agree that 8 traits is excessive. It would be easy to compress those four different leadership traits into a single attribute. Big Lizard is right, you can put the flavor back in by giving various characters different special abilities or at least modifiers to certain types of leadership challenges. Think in terms of keywords instead of stats for leadership.

    As for the licensing issue, going generic shouldn't be a dealbreaker. It will even free you up to add your own ideas without restriction. You should be able to easily do a pulp alien civilization on a dying world without relying on just the John Carter material.

    Sometimes I regret tying my only published game to an established license, because that meant that we never controlled the development and had to accept changes without hesitation.

  • avatarBigLizard

    Shellhead wrote:
    As for the licensing issue, going generic shouldn't be a dealbreaker. It will even free you up to add your own ideas without restriction. You should be able to easily do a pulp alien civilization on a dying world without relying on just the John Carter material.

    Or maybe if you're lucky you could talk Disney into publishing your game in association with whatever project they have cooked up for the material. Yeah, it's a real longshot. But who knows......

    BillN

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