Player Actions | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Fri, 23 Oct 2020 14:36:49 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.1 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Player Actions | Nerdologists https://nerdologists.com 32 32 Board Game Design Diary – The Levels https://nerdologists.com/2020/10/board-game-design-diary-the-levels/ https://nerdologists.com/2020/10/board-game-design-diary-the-levels/#comments Fri, 23 Oct 2020 14:35:14 +0000 http://nerdologists.com/?p=4864 I said I was going to be talking about this next, and I think it is important to talk about this now as next week

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I said I was going to be talking about this next, and I think it is important to talk about this now as next week Design Diaries might be light because it’s the week before Halloween, which means all the Halloween topics, because, obviously. This is part 5 of my design, and probably one of the last generalized ones before I start to get into more minutia.

The Premise

The Characters

The Bosses

The Guilds

The Levels

So, I’ve talked about how on a level you have a big boss battle, but that isn’t the only thing on the level, in fact, while the boss battles are probably going to be the most tactical part of the game, I want to really focus on story as much as I can, and that’s where the other part of the level comes in to play.

On a level, there are going to be a number of locations or things that you can do as heroes, and you can decide how long you want to take doing them. I want this part to really feel like it’s fairly open to what you can do, though, you’ll probably want to do everything. With the levels I’m hoping to create a tension of not being able to do it all and having to make the choices on how your character levels and develops. Let’s take a look at some of the things that you can do.

  • Quest
  • Deal with a Level event
  • Fight Monsters (aka Level Grind)
  • Shop
  • Recruit to Guild
  • Interact with NPC’s
  • Interact with PC’s
  • Research Level Boss

That’s a lot of things that you can do. Now, you don’t always have all of the choices though, maybe there aren’t any quests or NPC’s on a level, but there are a lot of monsters to fight, it’ll depend on the design of the floor. Let’s take a look at all of these (order of me taking a look at them not guaranteed) to see what they all do.

Research Level Boss

So what do this get you, it helps you be able to know what sort of combat the boss is going to throw at you. What sort of weapon it has, what sort of minions it has, those are going to be the easy things to get that you can get from just a quick glance. Spend some minions or your hero here once and you get that, but the more time you spend, the more information that you can get, including knowing specific attacks. All of this is going to make it easier to solve the puzzle of the boss battle.

Shop

It is what it says it is, there will be a few different store options that you can go to, though. There will be an apothecary for your healing items. An armorer will be where you buy armor, and a blacksmith or weapons dealer will get your weapons. There will also be information brokers. This is going to be somewhere that you can information, it might be about quests for the floor, it might be information about other guilds in the world, about the boss of the level, but there’s going to be some information and it’ll depend on the level that you are on. Also, not all shops will be available on all floors. Finally, with the shops, there are going to be things to buy for the heroes, for sure, but there will be also group buys or group upgrades for the guild itself, these will be more generalized things that you keep track of on your guild board.

Fight a Monster

This is something that is going to be very different than your big boss battles which will use tactile grid movement. Instead, this is going to be much simpler, and the reason that you’d do it is for XP, money, or loot. This one is going to be simple, whether it is guild members or the heroes fighting.

Recruit to the Guild

Recruit to the Guild, this is fairly simple as well, not much risk in it either, so no worries about losing anyone. What you’re looking at here is going to be some things like the guild morale and how many times you’ve been there and recruited. It’ll be a simple matrix that you won’t know the first time you do it, but after that on each floor you’ll know how many you’ll get next time.

Interact with NPC’s

Interacting with NPC’s is going to be useful for a number of reasons. They are going to be a bit like the information brokers in that you might get a lot of things from them. It might be a quest, it might be world lore, it might be about the floor boss, or what sort of monsters there are on the floor, it might be information that’ll be useful about levels coming up, or hints to what sort of events might be coming up. The difference between an NPC and an information broker is that an information broker is going to have specific information, versus an NPC, which you might not know what information you’ll end up with. I also want to introduce an idea here with quests that might be added to upcoming floors, or the information that’ll be useful in the future. If it’s a quest, it’ll add in a card to that upcoming floors quest deck.

Interact with PC’s

This one is going to be trickier, but I want this to be where a fair amount of emotional weight from the story comes in. It is going to be dealing with the PC’s and their personal problems, and just some of the problems that would exist because of being stuck in a game. This is also going to be a story element that I want to be able to tie through multiple levels. It’ll be story elements that get added as things you can do on multiple floors and might even lock you into an action because a PC might come back and seek you out again on another floor as part of the emerging storyline.

Quest

Going on a quest is going to be interesting because there are going to be some small quests and some big quests, a big quest might use up multiple rounds to complete as you push forward and through it. A quest might have some monster fights, it’ll have some other challenges, but it’ll be about using resources, actions, cards, and what not so that they can complete them. Generally you’re going to be pushing forward on these as a hero, but you can send guild members. Guild members won’t be able to unlock a skill for a hero to use later, but completing them will improve morale for the guild.

Level Events

Level events are going to be interesting and also another spot for story to start to develop because a level event could be the MMORPG saying, hey, the first guild to do this gets a bonus or a hero gets a bonus. Or it could be something between PC’s that had ramifications on the world. So I’ve talked about the guild board, but we’re also going to leverage a status board, so if you have a given status, that might be something happens for sure and you have to send someone to do something, or it might mean that something is now closed off, and Level Events, if they are done, are going to be handing out a lot of those, same with the PC and NPC interactions. But generally a Level Event, compared to a quest, is only going to take one round to complete, unless it’s a persistent level event. And level events will be a kind of timer for how long you should stay on a floor, but any repeatable or non-event events will get added back to the event deck, so that you never run out of events to do.

Those are my current ideas for what can be done on a floor. There might also just be a rest action. This would be less for the heroes, unless there is some condition that has been applied by the boss from a previous floor that you need to shake, but generally going to an apothecary would do the same thing and give you more options as well. The reason for having a lot of actions to be done is for the action economy and replayability of the game. The fact you won’t see everything and that you won’t talk to all the NPC’s or PC’s, that’ll mean that there will be new things you can do every time, if you decide to play it again. Now, it won’t be limitless, but most likely if you come back to it, you’ll have forgotten most of what might be coming.

So, what else would you want to do on a floor? Obviously, some of the actions are built more for the guild members to do than the heroes, so how should I balance it out so that the choice is still difficult as to who to send to that location? Those are questions that I’m still asking myself and that I’d be interested to know what people think on them.

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Teaching the Rules https://nerdologists.com/2019/08/teaching-the-rules/ https://nerdologists.com/2019/08/teaching-the-rules/#respond Thu, 15 Aug 2019 13:28:52 +0000 http://nerdologists.com/?p=3418 Too often one of the biggest blockers of getting a board game to the table is the ability or inability to teach the rules of

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Too often one of the biggest blockers of getting a board game to the table is the ability or inability to teach the rules of the game. Or, probably more fairly put, one of the biggest blockers of getting a game back to the table is the inability to teach the rules well.

Most people who are interested in board games are going to be up for learning a new game from time to time. Though, there will be some people who aren’t interested as well, but that was a different article. So, you get the game to the table, now how do you teach people the game? I might have actually written about this before, but I think it’s worth going back over and giving some more suggestions, because this is one of the bigger barriers to entry for a lot of board games.

The rules to games are often challenging, and unless everyone loves board games, reading from the rule book won’t likely teach people. Even if the people do love board games, and someone starts to read from the rule book, I’m going to zone out, because I can just read the rule book myself if that’s how we’re going to learn. There needs to be a more engaging way to keep people involved in the rules.

Image Credit: Game Base

Teaching Rules Steps:

  1. Start out by knowing the rules yourself. That doesn’t mean that you’ve had to have played the game before, though playing a sample hand wouldn’t be bad or sample turn, just to make sure that you get it. Or you can watch videos from places like Watch It Played that go over the rules to certain games. What you’re looking to come out of is the win or loss conditions, end of game, and what people can do on their turn. You are going to want to know those things well.
  2. Start with the theme of the game (if there is one). By starting with the theme, you can get people’s interest since you aren’t starting off with something dry. This is actually a time where you can read from the rule book, because some games, like T.I.M.E. Stories actually have a bit of a story at the start of the rule book. You can use whatever the game gives you to tell the story. Now, for some games there won’t be a theme you can do this with, I’m looking at abstract games or Dominion as examples, so you can skip that step.
  3. Then talk about how you win or lose the game. This is going to be the most important information for people in the game. Generally it’s going to be about how you win the game, especially in a competitive game. You want to have the most victory points, you want to control so many territories, you want to empty your hand of cards first, whatever that might be. But if there’s a condition, say, if you run out of cards, that can eliminate someone from the game, tell them that too. Or for something like Pandemic, there are a lot of ways to lose the game, so talk about those while you talk about how you win. Pandemic is also a good example as to how you can combine this with step two, because you can talk in the theme about how you’re all members of the CDC who are trying to cure four diseases. In that case, you can get the information out in one fell swoop, though I would be tempted to repeat it again, just to make sure everyone knows.
  4. Spend some time go over turn/round structure. This isn’t what people can do on their turn. But if you start by drawing cards, then playing two cards, then moving the villain ahead two spaces, then optionally getting an event card, explain that. This is meant to teach people who this works at a high level and what the structure is going to be through most of the game. It is also going to give you a chance to show off random decks of cards or things that the players might not immediately interact with in the game.
  5. Go over what people can do on their turns. Now, this doesn’t have to be everything. Especially if there is a player aid that is good and clear. But talk about the important things that people can do on their turns. In Pandemic, explain how the moving works and how to treat diseases and how to cure diseases. Then, most of the characters have a special action that they can take. You don’t need to teach something like this which is specific to a single player, but have the players read, at this time, their special powers, if they exist, and in fact hand them out at this time, and then you can answer questions.
  6. Show people the important parts of the game. But more than just showing off the important decks, let your players be involved in it. In Pandemic, as an example again, you can talk about the player deck and have someone shuffle it and hand out people’s hands of cards while you continue to teach more. It seems like it might distract from your teaching by having someone do something like that. I personally don’t think it will, in fact it might keep people more engaged. Because people are going to be paying attention so that if you ask them to help with something it won’t be obvious that they weren’t paying attention.
  7. Finally, teach in the game as need be. This can be a few different things. Sometimes there are several things that only happen once or twice in the game, you can teach them in the moment when they happen. However, this only works if it isn’t something that is extremely important to the game or to the scoring. If there’s something that can give you an automatic win, teach that earlier even if it’s really rare. Or if it’s something that helps you as the person who is teaching the game and hurts someone else, teach it earlier or refrain from doing it, and give it as an example as something that you could do. Another thing that teaching in the game can be is letting players roll back a turn if need be. If someone has an extremely good move and makes a very bad move, point out the option to them, they might have forgotten or just missed it. But don’t do this all the time, because you’ll basically be taking that person’s turn and make this about teaching the game, so once you’ve taught something once during the game, you don’t teach the same thing again.

Now, there are probably more things that you can do. But being patient and teaching a game from theme first, and from a position where you know the rules is going to make it more likely that people will enjoy the game. And when people don’t enjoy the game, don’t assume that it was how you taught it, if you were trying to be considerate and engaging about it, not every game is for everyone.

Have you found any ways that make teaching a game easier? Or are there things that you’ve found help keep people engaged in learning the rules?

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