Showing posts with label Theory. Show all posts
Showing posts with label Theory. Show all posts

Sunday, January 12, 2014

Squabblin' Corbies


+Erik McGrath

I am participating in a contest at +Will Design a Game for Art . If you are not familiar with this the goal is to design a game based on artwork by +Laura Hamilton . You can see a few of the pieces I used in my design in this post. Please keep in mind that these all belong solely to Laura and that they are not for redistribution. 

If you'd like to see more of her work go here: Laura Hamilton's Portfolio.

You may recognize the ninjas in the top line as those from Sudden Death.

The Game

Squabblin' Corbies is a game for 2 players about two groups of ravens arguing over several objects at several locations near a village. These events are observed by a pair of children as they walk from their village through each location over the course of the day until they return home. 

There are 6 ravens, 6 places and 6 objects of note. All are numbered 1-6, Each player gets 3 ravens and tries to have them collect the items with their number and then get to the place with that number so they can nest for the night.

When rival ravens are at the same location they may squabble over the objects they are carrying. Since a raven can only carry one thing in its beak at a time it's important to know which one they take. Larger ravens take objects they like from the smaller ones (compare their numbers, higher numbered ravens are larger). However ravens don't take things they don't like so they will only squabble for an object if the smaller raven has either their favorite one (same number) or a similar one (number within 1 of the raven's).

Friendly ravens may freely exchange objects when at the same location so long as neither is forced to take an object it likes less than the one it carries. So be careful because that might mean it holds onto another of your raven's favorite objects.

The very smallest raven (#1) gets pushed around a lot but it is so quick that when in a squabble with raven #6 the little one wins. The player who controls #1 also takes the first turn.

The children act as a turn counter. After the second player takes a turn they advance the children to the next location. When the children advance off the last location, the game ends. As there are six locations, this means the game always lasts 7 turns.



Playtesting

Since the contest isn't over yet, Squabblin' Corbies is not available for public play. Once it's finished up though there will be a PNP doc for download. Hopefully it will contain Laura's art, but that is getting ahead of ourselves because I haven't talked to her about the aftermath yet. :)

Tuesday, December 24, 2013

Erik on Game Theory

+Erik McGrath

I thought I would go a little further afield than I normally travel and just talk about design concepts and practices rather than the specifics of the games I work on.

What does Euler's Identity have to do with that you ask? Good question, I think mainly it just means I studied physics and so I think its awesome. You may like it for different reasons.

Hows and Whys

Game systems all are meant to do something. Whether they do what they intend or not, they at least have a purpose behind them and some kind of theory that led the designer to use them.  That theoretical underpinning could be as simple as "We made up some shit we thought would be fun." But even when there is no conscious decision, there is something there that tells us something about the designer. 

My own theory of gamecraft is that games have two basic parts: story & substance. This is not an uncommon way to look at them and it can be explained with a popular saying: system matters. For a game to work out, the rules need to inform the setting and the setting needs to inform the rules. Plenty of games have broken this maxim and to me it is always to their detriment.

When the system reinforces the setting's assumptions though things really sing for me. For instance. AGON does this for competitive, Hellenic heroes seeking glory and fortune and weathering the whims of capricious gods. Legends of the Wulin does a fantastic job of hooking the setting into the system in a way that each reinforces the other as well.

System Types

I tend to think of systems as either specific or generic. It's fairly black and white for me, there's really nothing in the middle as far as I can tell. 

The poster child of generic systems is GURPS. It's a good, solid set of rules, but I've never enjoyed using it. It simply doesn't speak to me because it isn't purpose built to do anything in particular. BRP is similar in that its purpose is to be as general as it can be and I do play it occasionally but it's never my first choice. Despite being a very close relative of BRP, Pendragon is one of my favorite systems because it has cut and modified its parent system to do one thing well. There are better medieval combat systems out there, but there is nothing better for emulating Malory.

I can't think of a single, iconic setting that I would hold up as an example of a specific setting. By their very nature there is no one way to do it, but I can mention a few that I really like. 

Dogs in the Vineyard: It's about being a Mormon gunslinger charged with keeping order in the land. It's about making choices and what you are willing to pay for them.

AGON: Mentioned above. Greek heroes doing daring things and then meeting their fates. It focuses around a competitive aspect and it matters not only that the heroes succeed or fail, but which of them stands above the others during each deed.

Grunt: US soldiers in Vietnam. It's amazing. The paranoia and the psychological toll it takes on your boys are almost palpable around the table. It's Platoon, the RPG. I've used it for 40k Imperial Guard and it gives you a much different game than Only War to say the least.