Friday, December 14, 2012
More New Expansions
Hey! I'm back with more lazy video posts this week. I can't wait until I get back in the swing of things and start doing regular posts with more meaningful content. In the meantime, however, here are two short video previews of a couple of game expansions I just recently got. First up, an expansion for King of Tokyo. Second, is an expansion for Android: Netrunner. Enjoy!
Labels:
general gaming,
King of Tokyo,
Netrunner,
video
Saturday, December 8, 2012
New Expansions
Here are preview videos of a few new expansions I got for some card games - a way for me to burn off some excitement about these new products until I get a chance to play with them. This time: Summoner Wars and The Lord of the Rings: The Card Game.
Saturday, December 1, 2012
I'm Back and I've Got New Games!
Hey! It has been a long time since I posted anything to this blog. I got married and moved into a new house about six weeks ago, so things have been hectic. I thought I would get back to blogging sooner than this, but it just hasn't been possible. I don't know when I'll get back to posting regularly like I was. I'm hoping to do so in January. In the meantime, I've got some new games and expansions so I thought I would do some "unboxing"/preview videos, since people seemed to enjoy those in the past and they don't require as much work as writing articles. Today I'm looking at Smiley Face and Tsuro of the Seas. Enjoy!
Labels:
board game,
card game,
Smiley Face,
Tsuro,
video
Monday, October 15, 2012
An Epic Campaign Comes to an End
Thursday, October 11, 2012
[Design Review] Dominion
This is a “deck building
game”, a relatively new concept in game design. Trading card games like Pokémon
or Magic: The Gathering have allowed players to build their own decks to
bring to their games for some time, but the idea behind a deck building game is
that players build their decks from a common pool during play. Here is
how it works:
Monday, October 8, 2012
Organizing My Star Wars Miniatures
Sorry for my lack of posts last week. I've been exceptionally busy with personal matters. I don't have enough time to write a proper post for today either, so I'll be doing a quick and easy post about organizing my Star Wars Miniatures game.
Thursday, September 27, 2012
[Design Review] The Resistance
This is another video post, for a very specific reason. Enjoy!
Labels:
card game,
Design Review,
The Resistance,
video
Monday, September 24, 2012
[Design Review] Infinite City
What is Infinite City?
Times are good, the economy
is expanding, the workers are pouring in, and the largest city in the world is
growing exponentially! Only one corporation can control it all. Will it be
yours? Infinite City is basically a game about controlling territory. The interesting twist
is that you’re actually building the territory that you’ll control, rather than
just claiming it from a pre-made map.
Thursday, September 20, 2012
[Stacking the Deck: Summoner Wars] Mage Storm
This is the third in a new
series of Stacking the Deck articles, focusing on the game Summoner Wars.
If you’re not familiar with this fun tactical card game you can read my Design
Review here. In each of these articles I’ll present one deck, talk about my
process in creating the deck, and some strategies for how to use it
effectively. For my first article I built a deck with the Tundra Orcs faction,
and for my second article I used the Jungle Elves. This time I’ll be working
with the Deep Dwarves. For some details on how deck building works in Summoner
Wars refer to my first article.
Monday, September 17, 2012
New Games! (A Video Post)
Hey! I was super excited to get some new games the other day, so I decided to do a video in which I open up the new stuff and talk a little about what I got. I've broken it up into five different videos to make it more convenient for you, if you don't have the time or inclination to watch it all in one go. Enjoy!
Thursday, September 13, 2012
[Stacking the Deck: Summoner Wars] Rain of Arrows
This is the second in a new
series of Stacking the Deck articles, this time focusing on the game Summoner
Wars. If you’re not familiar with this fun tactical card game you can read
my Design Review here. In each of these articles I’ll present one deck, talk
about my process in creating the deck, and some strategies for how to use it
effectively. For my first article I built a deck with the Tundra Orcs faction.
For my second article I’ll be using the Jungle Elves. For some details on how
deck building works in Summoner Wars refer to my first article.
Monday, September 10, 2012
When Players Stray from the Path
Tabletop, or pen-and-paper, roleplaying games provide
something most games do not – an unparalleled level of freedom for players to
take control of their characters and go where they want. This is one of the
medium’s strengths, allowing players to influence the direction of the game’s
story on the fly, without being restricted to a linear path or multiple choice
decisions. Some video games try to create a semblance of this, but they can
only ever go so far with the idea before they run into the limitations of a
preprogrammed world.
As a GM, I try to give players as much freedom as possible
in my campaigns. But the truth is that, at least for most games, some degree of
preparation is required to run a good game. So what do you do when your players
decide to take their freedom and run amok wherever they choose – going
anywhere, except where you intended for them to go?
The first suggestion I would give is this: Just go with it.
Seriously, your players probably know better what they want out of the game
right now than you do. Also, the ideas of four or five other people combined
are probably going to be better than what you had planned at least three
quarters of the time. Be ready to improvise, and just let the story go where it
may. Aside from that advice, if you really need some specific techniques to
help you improvise or cope with having your plans derailed, read on as I
consider briefly four such techniques.
Friday, September 7, 2012
Let's See How Far We've Come: 6 Months in Review
As of today, Catalyst Games
has been live for 6 months. I’ve really enjoyed writing for this blog and
interacting with everyone through the comments, so I thought I would take a
moment to reflect on what’s been accomplished so far and where I’d like to go
in the future.
Wednesday, September 5, 2012
[Stacking the Deck: Summoner Wars] Fortress of Ice
This is the first in a new
series of Stacking the Deck articles, this time focusing on the game Summoner
Wars. If you’re not familiar with this fun tactical card game you can read
my Design Review here. In each of these articles I’ll present one deck, talk
about my process in creating the deck, and some strategies for how to use it
effectively. For my first article I’ll be building a deck with the Tundra Orcs
faction. But first, let’s talk a little bit about how deck building works in Summoner
Wars.
Monday, September 3, 2012
[Design Review] Summoner Wars
This is a tactical board game
where cards form a major component. Basically, each player gets an army,
represented by a deck of cards. Most of those cards are soldiers of one kind or
another. You play your soldiers on a board that is a very simple 8x6 grid. You
and your opponent take turns moving your soldiers around the board and attacking
each others’ soldiers. Each player has a special unit that begins play on the
battlefield, called a summoner. If you can defeat your opponent’s summoner, you
win the game.
Labels:
board game,
card game,
Design Review,
Summoner Wars
Thursday, August 30, 2012
Taking a Hit
This is another case of me
throwing out some random thoughts on game design. Again, this time my thoughts
are focused on rules mechanics in RPGs. Specifically, I’m thinking about hit
points and weapon damage. Basically, my thought was this: What if your hit
points actually told you how many times you could get hit?
Monday, August 27, 2012
GenCon 2012: Afterward
August 16-19 was the weekend of GenCon, the biggest non-video gaming convention in the nation. I wasn't able to be there, but I followed a lot of the news and new releases online through bloggers, podcasts, etc. The day before the convention I posted about what I was looking forward to. Now that I've had time to digest a lot of videos and blog posts on the GenCon, I'd like to share what I was excited to see and hear about.
Thursday, August 23, 2012
[Building Character: Gamma World] Tajoezoa
Over the last couple of weeks
I’ve been posting these Building Character articles for the Gamma World roleplaying game. Today I’m posting my third and final article in the series.
Creating player characters for Gamma World is very different from most
RPGs, because a lot of the character traits are generated randomly. Therefore,
these articles focus on how I took the randomly generated traits and tried to
imagine a cohesive interpretation of what sort of character this might be. The
game’s publisher, Wizards of the Coast, has a very handy online tool for
quickly generating the random elements of a character. You can see it here. I
used that to generate this characters’ traits.
Labels:
Building Character,
character creation,
Gamma World,
RPG
Monday, August 20, 2012
Growing Out, Not Up
OK, so this article is
basically me thinking out loud (or, out written, or whatever). From time
to time my brain begins mauling over some random idea for a rules mechanic in a
game. I don’t have a specific game I want to use this mechanic in, I just look
at how a lot of games do something, and I start thinking about how I might do
it differently if I were designing a game. These ideas may end up in some
future game if I really like them. For that reason, I’m very interested in
getting other people’s feedback on these. This isn’t just an opportunity for me
to ramble or rant about the latest rules idea that wandered through my head;
it’s also a chance to get feedback from you and to further refine the idea.
Friday, August 17, 2012
[Building Character: Gamma World] Voxva
This is my second in a short
series of Building Character articles based on the Gamma Worldroleplaying game. You can read the first one here. Creating player characters for Gamma World is very
different from most RPGs, because a lot of the character traits are generated
randomly. Therefore, these articles focus on how I took the randomly generated
traits and tried to imagine a cohesive interpretation of what sort of character
this might be. The game’s publisher, Wizards of the Coast, has a very handy
online tool for quickly generating the random elements of a character. You can
see it here. I used that to generate this characters' traits.
Wednesday, August 15, 2012
GenCon 2012: What I’m Looking Forward To
I wish I could say I was
looking forward to going. Alas, it’s not in the cards for me this year. (Maybe
I rolled a critical miss!) Truth is, I’ve never been to GenCon, the nation’s
biggest non-video gaming convention held each year in Indianapolis, Indiana. But, each year there are certain things I look
forward to about GenCon, even though I won’t be there. The convention starts
tomorrow and continues through the weekend. Here are some things I’m looking
forward to about it.
Monday, August 13, 2012
[Design Journal: Mega Man TCG - Classic Set 5] Perfect Dark
Recently, I had the privilege of taking the lead in
designing the newest set of cards for the Mega Man Trading Card Game.
The set is called Classic Set 5, and it is based on the fifth game in the
classic Mega Man video game series. I’m now posting some Design Journal
articles that will discuss some of my process in creating these new cards for
the game, and offer previews of some of the new cards. This is the fourth of
those articles. In the first article I talked about building synergies among
minions. In the second article I talked about expanding the “Marked” and “Trap”
mechanics. The third article previewed one of the most iconic bosses from the
game. In this final preview of Classic Set 5 we’ll be looking at one
more character card that is both new to this set, and breaks a long standing
precedent.
Thursday, August 9, 2012
[Building Character: Gamma World] Icahbog
Last week I posted a DesignReview for the Gamma World roleplaying game. Today I’m posting my first
in a short series of Building Character articles based on the game. Creating
player characters for Gamma World is very different from most RPGs,
because a lot of the character traits are generated randomly. Therefore, these
articles are going to focus on how I took the randomly generated traits and
tried to imagine a cohesive interpretation of what sort of character this might
be. The game’s publisher, Wizards of the Coast, has a very handy online tool
for quickly generating the random elements of a character. You can see it here.
I used that to generate this character's traits.
Monday, August 6, 2012
[Design Journal: Mega Man TCG - Classic Set 5] A Sudden Reversal
Recently, I had the privilege of taking the lead in
designing the newest set of cards for the Mega Man Trading Card Game.
The set is called Classic Set 5, and it is based on the fifth game in
the classic Mega Man video game series. I’m now posting some Design
Journal articles that will discuss some of my process in creating these new
cards for the game, and offer previews of some of the new cards. This is the third
of those articles. In the first article I talked about building synergies among
minions. In the second article I talked about expanding the “Marked” and “Trap”
mechanics. Today we’ll look at one of the new character cards, and how I
developed the character’s theme and mechanics.
Thursday, August 2, 2012
[Design Review] Gamma World
This is a science-fantasy
roleplaying game. An experiment in atomic science went wrong, causing many
alternate universes to condense into a single reality. The game pits mutant
heroes with advanced technology against renegade robots, feral mutants, alien
menaces, and other dangerous threats. It is an action-adventure game, but it is
meant to be played with a sense of humor. Rules-wise, it is a stripped down
version of the 4th edition of Dungeons & Dragons. It features a lot
of simplifications though, and is intended for shorter campaigns.
Monday, July 30, 2012
[Design Journal: Mega Man TCG - Classic Set 5] On Your Mark, Get Trapped, Go!
Recently, I had the privilege of taking the lead in
designing the newest set of cards for the Mega Man Trading Card Game.
The set is called Classic Set 5, and it is based on the fifth game in
the classic Mega Man video game series. I’m now posting some Design
Journal articles that will discuss some of my process in creating these new
cards for the game, and offer previews of some of the new cards. This is the second
of those articles. You can read the first article here.
Thursday, July 26, 2012
This Is Your Character (Have Fun!)
One of the core features of most RPGs, is being able to
create your own character. It is very fulfilling to come up with a concept,
formulate game statistics, get into the role, and see your character develop
over the course of a game. Lately, though, I’ve been thinking about the
implications of playing with pregenerated characters – characters created by
the GM for use by the players.
Monday, July 23, 2012
[Design Journal: Mega Man TCG - Classic Set 5] Call Me Joe
I’ve all ready posted quite a bit on this blog about the Mega
Man Trading Card Game created by my brother. I posted a Design Review and
several Stacking the Deck articles focused on the game. Recently, I had the privilege of taking the
lead in designing the newest set of cards for this game. The set is called Classic
Set 5, and it is based on the fifth game in the classic Mega Man
video game series. Over the next few weeks, I’ll be posting some Design Journal
articles that will discuss some of my process in creating these new cards for
the game, and offer previews of some of the new cards. This is the first of
those articles.
Thursday, July 19, 2012
[Open Design: Mercenaries #9] Our Progress So Far
It’s been three months today since
we started our Open Design project here with the card game Mercenaries. I
thought this would be a good time to review what we’ve done so far and consider
where we should go from here.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, July 16, 2012
Pacing as GM vs. Writer
Although I have played a lot of roleplaying games, and I
usually am the Game Master in these games, I probably have more experience
writing fiction. I really enjoy writing, and I’ve written a lot of short
stories. Recently, I’ve found that my expectations when it comes to pacing in
an RPG I’m GMing have been frustrated. I think the reason is my approach to
writing fiction.
Thursday, July 12, 2012
[Design Journal: Terra Machina] Crawling Through the Mines
I’ve been working on Terra Machina for a while now,
and I’ve been privileged to have a great group of playtesters helping with this
project. The last time we playtested this game, we did a trial run of the
game’s Adventure Mode. The mission I’m testing right now has a group of heroes
delving into crystal mines where the mechanical drones have been reprogrammed
by terrorists to attack the former owners. Overall, the game went well, but we
ran into one major problem: the mission takes too long.
Monday, July 9, 2012
[Stacking the Deck: Mega Man TCG] Shortcut to Victory
Following up on the previous
two Stacking the Deck articles, this third article will present yet another
team and deck for the Mega Man Trading Card Game. If you’re not familiar
with this fun TCG you can read my Design Review here.
Friday, July 6, 2012
[Building Character: SWSERPG] VX-3R "Vexer"
This is the fourth post in my Building Character series, and the last one that will feature a character made for the Star Wars Saga Edition Roleplaying Game (at least for a while). This newest character, a droid called Vexer, joins my previous characters and rounds out their crew.
Wednesday, July 4, 2012
GM Burnout
As a Game Master in a table-top or pen-and-paper RPG, sometimes
you hit a wall. It’s the GM’s equivalent of writer’s block. That is what’s
happening in my current campaign of the Star Wars Roleplaying Game. I
still enjoy the game when we’re playing, but I have a difficult time getting
myself motivated to put in the work that I need to do between sessions. I’ve
thought about what I’ve done right, what I’ve done wrong, and how I would like
to do things differently with my next campaign in order to – hopefully – avoid
this happening again.
Monday, July 2, 2012
[Stacking the Deck: Mega Man TCG] A Hard Life at Sea
Welcome back to Stacking the
Deck! The idea behind these articles is to present deck ideas for various
expandable card games that involve building your own deck to play with. Like
the first article in this series, this second article will also present a team
and deck for the Mega Man Trading Card Game. If you’re not familiar with
this fun TCG you can read my Design Review here.
Friday, June 29, 2012
[Building Character: SWSERPG] Phibt
This is the third article in my Building Character series. I'm continuing to develop characters for the Star Wars Saga Edition Roleplaying Game. You can check out the previous two characters here and here. My latest addition is an Aleena mercenary named Phibt.
Wednesday, June 27, 2012
[Open Design: Mercenaries #8] Tags on Mercenary and Territory Cards
I’m breaking my usual Monday
and Thursday posting schedule again to bring you three articles this week. I’m
posting this article a day early, and another Building Character post will be going
up Friday.
This is another quick update
on our Open Design project. You can read all of our previous project articles
here. An important factor to the intractability of cards in Mercenaries
is something called Tags. Tags don’t do anything on their own, but they can be
referred to by rules on other cards, and allow cards to be grouped into a
variety of categories.
Humandisaster suggested that
we should have a set list of Tags that can be used. This list should also give
general guidelines as to what sort of concepts each individual Tag covers. I’m
going to present here all of the Tags that we’ve used so far.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, June 25, 2012
[Stacking the Deck: Mega Man TCG] Shock and Awe
This is the first in a new
series of articles called Stacking the Deck. The idea behind these articles is
to present deck ideas for various expandable card games that involve building
your own deck to play with. This first article will present a team and deck for
the Mega Man Trading Card Game. If you’re not familiar with this fun TCG
you can read my Design Review here.
Friday, June 22, 2012
[Building Character: SWSERPG] Kaili Sorn
This is the second post in a
new series called Building Character. The idea is to take a roleplaying game
and build a few different characters for that game, writing about the process
and posting the end results. I’ve found this to be a useful exercise for
getting myself acquainted with a game’s rules mechanics. Plus, it can be a fun
creative activity.
Last week, I posted a character I made for the Star Wars Saga Edition Roleplaying Game. This second one
I’ve made is Kaili Sorn, a Jedi healer that’s gone mercenary after Order 66.
Wednesday, June 20, 2012
[Design Review] Mega Man Trading Card Game
What is the Maga Man
Trading Card Game?
This is a trading card game
based on the popular Mega Man video game franchise. First released
almost a year ago, the game now has literally a few hundred unique cards in circulation,
and an eager player base with a strong trading community and organized
tournaments. In the interests of full disclosure, this is not an officially
licensed game. It is a fan-made product designed and produced by my brother for
us and a few of our friends. Nevertheless, I think it’s a pretty well polished
design, and one of the best games me or my brother have made. I’m writing this
as a Design Review, rather than a Design Journal, because my total input on the
design of this game has been very minimal.
Monday, June 18, 2012
[Open Design: Mercenaries #7] Mercenary Cards Round-Up
This is simply a quick
round-up of the mercenary cards we've created so far for the game Mercenaries,
our Open Design project. We have close to a third of the mercenary cards that
we need to get the game to its first playtest. Thanks so much to everyone who
has already participated, and I look forward to seeing this project continue to
progress. Look over the cards listed below, and feel free to leave any ideas
you have for mercenaries in the comments to this post.
Because this is kind of a
quick article that didn't take a lot of work to put together, I'll be breaking
my usual Monday and Thursday posting schedule to bring you three new articles
this week. Check back on Wednesday for a new Design Review, and look for
another Building Character post on Friday.
Labels:
card game,
game design,
Mercenaries,
Open Design
Thursday, June 14, 2012
[Building Character: SWSERPG] Shara Koth
Image from Wookieepedia. |
This will hopefully be the
first post in a new series called Building Character. The idea is to take a
roleplaying game and build a few different characters for that game, writing
about the process and posting the end results. I’ve found this to be a useful exercise
for getting myself acquainted with a game’s rules mechanics. Plus, it can be a
fun creative activity.
A while ago, I posted a Design
Review about the Star Wars Roleplaying Game Saga Edition. One of the things I
talked about in there was the process for creating characters. So, I’ve decided
to start this series with making some characters for that game. The first one I’ve
made is Shara Koth, a mercenary captain of the Zabrak species.
Monday, June 11, 2012
[Design Journal: Castle Siege] A Game of Medieval Warfare
The armies are gathering beyond the castle wall. You
strengthen your fortifications while they gather reinforcements. An arduous
battle awaits. It will be their aggression against your persistence. Can you
hold out long enough to force them into retreat? Or, will they overrun your
battlements and claim the castle for themselves?
Labels:
card game,
Castle Siege,
Design Journal,
game design
Thursday, June 7, 2012
[Open Design: Mercenaries #6] Designing Territory Cards
Work is progressing steadily
on Mercenaries. We have a working model that should be suitable for our
first playtest. We are also making considerable progress on designing the mercenary cards for the game. Let’s mix things up by jumping into the design
process for the game’s deck of 15 territory cards. I don’t want to distract
everyone from designing mercenaries, but working on the territories
simultaneously might create opportunities for the cross pollination of ideas.
Also, if you’re burning out on designing the mercenaries, trying your hand at
territory cards for a while might be a nice change of pace. Territories should be much
simpler to create, because each card only has a couple of substantial features.
I’ll explain the format below, and then give a few examples to get us started.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, June 4, 2012
[Design Journal: Terra Machina] Adventure Awaits!
Artwork from the Mega Man Zero video game franchise. |
In the year 25XX, humans no longer dominate the Earth.
Some believe that they went extinct when the world became so damaged it could
no longer support them. Others believe they simple abandoned the planet for
more fertile lands elsewhere. Either way, they left in their place a hardier
species of mechanical men, dubbed the Progeny. Centuries have passed. The
Progeny have multiplied and formed their own cultures. Unity
City seeks to forge
bonds between disparate nations, but the terrorist acts of those with radical
views threaten to tear apart this fragile peace…
Thursday, May 24, 2012
[Open Design: Mercenaries #5] Designing Mercenary Cards
Monday I posted a working model for this game. Using this model, we’ll be able to begin playtesting once
we have the necessary components in place. The first set of components we’ll
need is the 60 card deck of mercenary cards. I could really use your help in
designing these cards. I’ll explain the format below, and then give a few
examples to get us started.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, May 21, 2012
[Open Design: Mercenaries #4] Getting a Working Design in Place
So far, in the Open Design
articles, we’ve talked about possibilities for the game’s bidding system for
hiring mercenaries, the battle system for putting those mercenaries to use, and
how your success could be measured by conquering territories. I’ve had some
very good feedback from my co-designers – people have brought up good ideas
that I genuinely would not have thought of on my own – and I’ve really enjoyed
the process so far. Now it is time to collect all of these ideas and mold them
into a working design model. These are a basic set of rules for the game that
we can use for our first playtest.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, May 14, 2012
[Design Journal: Terra Machina] Androids Do Battle in the Distant Future
It is the year 25XX, and the Earth has been abandoned by
humans. Nuclear and biological warfare, coupled with rampant industrial
exploitation and waste, made the planet uninhabitable for humans. As homo
sapiens went into decline, the last leaders of science began developing a race
of artificial humanoids to replace them – a more hardy species that could
survive the rigors of the barren Earth. These mechanical men and women, dubbed the
Progeny, now walk Terra Machina, a land of machines, in place of their ancient
forebears. Will they be doomed to repeat the same joys and tragedies of their
creators?
For a short while, I’ve been developing this new board game
with the working title of Terra Machina, Latin for “Machine Earth” or “Land
of Machines”. Thematically, the
game takes inspiration from the Mega Man Zero video game series.
Mechanically, the game mixes concepts of tabletop miniatures games and card
games.
Thursday, May 10, 2012
Creating an Experience: Why I Design Games
A major subject of this blog
is designing games, so I figured it was time to ask myself the question (and
answer it): Why do I design games?
It is a good question. Boardgamegeek.com
lists over 50,000 published board and card games, and rpggeek.com lists over
3000 published tabletop roleplaying games. With that kind of selection, you would think it
would be easy enough to keep yourself entertained with games by other people,
without having to create any of your own.
Monday, May 7, 2012
[Open Design: Mercenaries #3] Conquering Territory
In the last Open Design article, we talked about the game's battle system - specifically, how complex or abstract it should be. The general consensus seems to be that it should be more on the complex side. Humandisaster brought up the subject of having some kind of system for fighting over territories. So, I've thought up two general designs for how the battle system could incorporate the concept of conquering territory. I'll layout the two designs below and see what anyone thinks of them.
Thursday, May 3, 2012
“Yes” and “No”: A Game Master’s Guide
As a Game Master in a
table-top or pen-and-paper RPG, it is important to know when to say “Yes” and
when to say “No” to your players. As referee, it is your responsibility to
enforce the rules of whatever game you are playing. Sometimes the rules aren’t
very specific on how to resolve a particular scenario. Then, it’s your job to
make a call. As the GM, you are likely going to have the greatest impact on how
much or how little the other players at the table are going to be able to enjoy
the game. So it’s important that you do your best to make the right call as
often as possible.
Monday, April 30, 2012
A Tale of Obsession: How I Started Roleplaying
So, this will probably be a
rather long-winded story, but I know that it will be fun for me to write.
Hopefully it will be fun for you to read. I got the idea to write this from a
couple of blog articles I read recently that were discussing how a couple of
independent game designers were trying to sell their horror-themed RPGs at a
horror genre convention. Their efforts met mostly with failure. The subsequent
discussion on their blog went on to talk about how hard it is to get an RPG
into the hands of a non-gamer, or a non-roleplayer. One of the points of their
discussion was basically this: If you saw a book in your local bookstore that
said on the cover “Star Wars Roleplaying Game” – or “[anything] Roleplaying
Game” – and you had never played an RPG, or seen one played, what are the
chances that you would buy that book and play the game? Probably zero.
You might even wonder, ‘How is this book a game?’ This got me to
thinking: ‘How did I ever get into RPGs myself?’
Thursday, April 26, 2012
[Open Design: Mercenaries #2] Battle System
This article continues my Open
Design project to build a new game from the ground up with the help of my
friends here on my blog. The game we’re working on has the working title Mercenaries,
and game play consists of two important phases – bidding and battling. Last week
we discussed ideas for the game’s bidding system. I’m going to let some time
pass for those thoughts to percolate before we settle on a specific model. In
the meantime, let’s talk a little bit about the games battle system.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, April 23, 2012
My Games Library in Flux
I’ve been buying games –
board games, card games and roleplaying games – for a while now. At present I
own about 70 games in total. At one point I had an extensive wish list of games
I wanted to add to my library, but the more games I’ve come to own, I’ve
gradually become less interested in owning more.
Thursday, April 19, 2012
[Open Design: Mercenaries #1] Bidding System
Last week I announced this new Open Design project with the purpose of designing a new game on this blog with my friends. I also polled to see which of three ideas people would like to develop. The votes resulted in a unanimous decision to develop the idea for Mercenaries (check out the original game idea article to refresh your memory on the premise and concept of the game). So, now we begin designing.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, April 16, 2012
[Design Review] No Thanks!
This is a “design review”. These are basically reviews of games, but with a focus on what can be gleaned from the game in terms of game design.
What is No Thanks!?
No Thanks! is a simple card game with a bidding mechanic as its central element. The game consists of 33 cards with numbers from 3 to 35, and 55 playing chips. One card lies in the center of the table, face-up. On his turn, each player must decide: Either he takes the card and puts it in front of himself, giving him points equal to the value printed on the card, or he declines the card by putting one of his chips next to it. The turn to play passes clockwise, and the next player faces the same decision, except subsequent players gain all chips next to a card if they accept it. Once a card has been taken, the next card is revealed from the deck, and the next round begins. The game goes on this way until all cards have found someone willing to accept them.
The player with the fewest points wins.
Labels:
card game,
Design Review,
game design,
No Thanks
Thursday, April 12, 2012
[Open Design] Would You Like to Help Me Create a Game?
Tuesday I made a brief post about a new project I would be undertaking on this blog. So, this is it. I want to design a new board game or card game with your help. I'm calling this project Open Design because every aspect of designing the game will be open for your input.
Monday, April 9, 2012
A New Project on the Horizon
Hey everyone, Catalyst Games has been going strong for a little over a month now. I've been posting about twice a week, and I think I have enough material to keep that schedule going for a while yet. I'm excited about working on this blog, and how well the ideas have been flowing. I've been very happy to read all of your comments, too. I really appreciate your input and participation here.
So, I'm excited to tell you that I'll be starting a new project on this blog that will really benefit from your involvement. The first actual post pertaining to this project will be going up Thursday morning (4/12/2012). Your timely participation is key to making this project thrive, so please check back in to make your voice heard and have a role in moving this project forward. Thank you again for your participation thus far, and I look forward to having your help with this new project.
So, I'm excited to tell you that I'll be starting a new project on this blog that will really benefit from your involvement. The first actual post pertaining to this project will be going up Thursday morning (4/12/2012). Your timely participation is key to making this project thrive, so please check back in to make your voice heard and have a role in moving this project forward. Thank you again for your participation thus far, and I look forward to having your help with this new project.
[Design Review] Star Wars Roleplaying Game Saga Edition
This will hopefully be my first of several “design reviews”. These will basically be reviews of games, but with a focus on what can be gleaned from the game in terms of game design. I would be very interested in reading other people’s thoughts on these games and their designs.
What is the Star Wars Roleplaying Game Saga Edition?
This is a roleplaying game based in the Star Wars universe. Rules-wise, it is based off of the “d20” game engine developed for the 3ed edition of Dungeons & Dragons. This makes it more on the denser end of the spectrum of rules complexity. This game is called the “Saga Edition” to make it distinct from the previous original and “Revised” editions of the Star Wars RPG by Wizards of the Coast.
Thursday, April 5, 2012
[Game Idea] Mercenaries
From time to time I have a spark of an idea for a game, but it doesn't grow into a full-fledged concept. I'm going to post some of these ideas here just to share these ideas that may never be developed into a finished game. If I get a lot of positive feedback on these ideas I may do some further development on them. For the most part, though, I'm just curious to hear your thoughts on these.
Premise: In the distant future, it is illegal for any government to have a standing army. So, when conflicts arise, various factions turn to mercenaries to fight their battles. These mercenaries lend a variety of specialized skills and weaponry to the highest bidder.
Monday, April 2, 2012
The Complexity Barrier
I’ve noticed that some people really enjoy simple games, while others like a lot more complexity. Let’s look at some levels of complexity in games.
Thursday, March 29, 2012
[Game Idea] Phantom
From time to time I have a spark of an idea for a game, but it doesn't grow into a full-fledged concept. I'm going to post some of these ideas here just to share these ideas that may never be developed into a finished game. If I get a lot of positive feedback on these ideas I may do some further development on them. For the most part, though, I'm just curious to hear your thoughts on these.
Working Title: Phantom
Inspiration: The Phantom of the Opera
Working Title: Phantom
Inspiration: The Phantom of the Opera
Premise: A disfigured genius lives beneath the Paris Opera House, and is desperate to woo one of the budding actresses. He tries to manipulate the goings-on of the Opera House in order to advance the career of his beloved, while the manager tries to turn a profit and rid them self of the "Opera Ghost".
Monday, March 26, 2012
Random Thoughts: Examining the Role of Randomness versus Skill
Today I want to relate some musings on the role of randomness in games. Many games – be they card games, board games, or role-playing games – include some elements of randomness. Some games contain more than others. The role that randomness plays in a game generally runs counter to the role that player skill has in the same game. For example, games like Chess or Othello contain no randomness and rely entirely on player skill. Games like Candy Land or Left Center Right are entirely random and do not rely on player skill at all. Most games fall somewhere in between these two extremes.
Thursday, March 22, 2012
[Game Idea] Galactic Breakout
From time to time I have a spark of an idea for a game, but it doesn't grow into a full-fledged concept. I'm going to post some of these ideas here just to share these ideas that may never be developed into a finished game. If I get a lot of positive feedback on these ideas I may do some further development on them. For the most part, though, I'm just curious to hear your thoughts on these.
Working Title: Galactic Breakout
Inspiration: Lilo & Stitch, Pandemic
Working Title: Galactic Breakout
Inspiration: Lilo & Stitch, Pandemic
Premise: Alien genetic engineering experiments have broken out of a lab and are running amok throughout the galaxy. A team of specialists have been sent to recapture them before they cost the company too much in damages and bad PR.
Concept: The game is played on a board representing the galaxy, with different planets marked on the map. Each round, the experiment creatures (represented by mini-figures or cardboard standees) move around from planet to planet and cause damage (tracked by tokens on the board) on the planets they move to. The players (represented by different-colored pawns) move around and use actions to repair damage, research the creatures, or apply the data they've gathered to apprehending the creatures. Each experimental creature is unique (one moves more often, one causes more damage, one is more dangerous to apprehend, etc.). Players must cooperate to apprehend all of the creatures before the damage they've caused exceeds a certain limit, and the genetic research company gets shut down.
Monday, March 19, 2012
The Death of a Player Character [Re-Post]
I am re-posting this article from my other blog. I posted the article there in April 2009 and got no response to it. Perhaps this is because, at the time, most of my readers had little or no experience with RPGs. Now that my audience is a bit different, and I have this entire blog devoted to gaming, I thought I would give it another go here. I've only made a few slight edits to the original article. The ideas presented are basically the same.
It has only happened rarely in any of the games I’ve played in or run, but most roleplaying game systems do provide for the possibility that a player’s character (PC) might die. Many games give characters hit points to measure their staying power in battle, and when those hit points are depleted they might die. Some games measure the number, and severity, of wounds a character receives, with too many wounds resulting in death. Other games have other systems for injury and character death.
It has only happened rarely in any of the games I’ve played in or run, but most roleplaying game systems do provide for the possibility that a player’s character (PC) might die. Many games give characters hit points to measure their staying power in battle, and when those hit points are depleted they might die. Some games measure the number, and severity, of wounds a character receives, with too many wounds resulting in death. Other games have other systems for injury and character death.
Saturday, March 17, 2012
The Perfect Melding of Game and Story
I really love roleplaying games. Here’s why:
I enjoy playing board games and card games. I talked about why in this article. I also enjoy telling stories. I like creating interesting characters and engaging scenarios. Roleplaying games (RPGs) allow me to combine both.
Tuesday, March 13, 2012
Friday, March 9, 2012
How I Roll: My Approach to Gaming
I approach gaming with what I would like to call “good sportsmanship”. What I mean by that is basically this: When I play a game, I’m going to play as well as I can. I’m going to seek every advantage I can find. I’m going to play to win. At the same time, I don’t really care if I win or lose. That might sound like a contradiction, but let me try to explain.
Wednesday, March 7, 2012
New Blog: Welcome!
Welcome to Catalyst Games, my new blog about designing and discussing board games, card games, and roleplaying games. If you’re here, you probably know me, and you probably know that I love playing all kinds of analog games. I also like to tinker around with designing games of my own. I hope to someday publish some of my own creations, but we’ll have to wait to see how that turns out.
The purpose of this blog is to give me a forum for sharing my thoughts on games and game design. In the coming weeks I’m going to publish a number of posts wherein I talk about my approach to gaming, my thoughts on randomness in games, and why I enjoy roleplaying games so much. I will also publish reviews of games that I’ve played, giving special attention to any observations I may have on how these games give insight into the art of game design. From time to time I’ll publish a fully developed character for an RPG I own - as a creative exercise, to explore the game’s system and setting a little, and to offer inspiration to others. I’ll also be posting occasional updates on my own game design projects.
In all of this, I’m hoping to get as much participation from you as possible. An important part of game design is getting feedback and implementing new ideas based on the experiences of your audience. I’ll be paying close attention to any remarks you might post in the comments on this blog.
Thank you for joining the discussion here on Catalyst Games, and happy gaming!
-Nathan
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