Showing posts with label rotw. Show all posts
Showing posts with label rotw. Show all posts

Friday, June 3, 2011

Continental Rottweiler at Kublacon 2011

Helen and I were at Kublacon this Memorial Day weekend, as we have been every year for the past several. It wasn't as good a trip for me this year; I was too tired and sleep-deprived before the con even started. But there were a few high points anyway.

Continental Railways of the World
The highest point for me was certainly the four-and-a-half-hour, five-player Continental Railways of the World session that I hosted on Sunday morning. This playtest was very successful in several ways. First off, everybody seemed to have a good time! The game didn't bog down, and was competitive for its entire duration.

The Income Trough
I've been worried about a phenomenon we've been calling the "income trough". As RotW players will know, your income in the game is tied to your score. For most of a normal, one-board game, income rises as your score rises; but then income first tops out, then actually declines as your score continues to rise. In normal games this isn't much of an issue because by the time it happens, you've usually built most of the track you intend to build, and you don't need much money any more. But in the Continental game, you can find your net income dropping to near, or even below, zero just when the West opens up and you suddenly need to build a lot of track as everyone races west! A player who "bottoms out" at this moment can be seriously handicapped, and as a result will have no fun for the next two hours while he sits hopelessly in last place, cash-strapped and in debt, waiting for the game to end.

It would be easy to shrug this off and say "well, Player Red, you should have planned ahead." But I'd rather find a solution that allows such a player to take a less fatal hit, while still rewarding the players that did plan their income curve more successfully. I've had a couple of mechanisms in place for this, but they needed tuning. In this session, I think we finally had it tuned about right. Every player has a financial choice to make at the moment the West opens up; in the past, that "choice" has been a no-brainer. In this session, every player had to think it over, and they didn't all choose the same way. Furthermore, I was the player who was mired in the income trough, and sure enough I didn't win; but I was at least able to survive and progress. I think it worked out pretty well.

Paths to Victory
The winning player built a nearly coast-to-coast network, and one of the largest on the board. This was gratifying to me, simply because I love to see that kind of layout. But the same player won an earlier session by staying close to the Eastern board, with only a small extension across to the Western board. I'm pleased to see that there's no single approach to winning the Continental game.

Rail Baron Cards
Another measure of success for playtests is whether you learned anything new. I think I did. I was a bit shocked at the huge effect that the Rail Baron cards had for the more successful players. They were real game-changers.

I had "scaled up" the bonuses that these cards grant. In a normal game, they're worth (very roughly) 10% of your final score. Because final scores in the Continental game tend to be at least double a typical normal score, I made the Continental Baron bonuses much larger to match. But having seen them in action, I'm inclined to think that this was a mistake. Although the final scores were much larger than in a normal game, the differences between the winning player's score and his nearest competitors were not so much larger. The Baron Cards were overwhelming those differences, more than I think they should.

I plan to sit down soon and re-think those bonuses. I will likely tone them down to something in between their current values and those in a normal game. In addition, I'm tempted to look into making them incremental: instead of getting a single big all-or-nothing bonus, you'd be able to claim a partial bonus for achieving a portion of the goal. This sort of bonus already exists, for example in the Eastern U.S. Rail Baron card that awards 2 points for every connection you own into Chicago. Your bonus from that card can be 0, 2, 4, 6, or 8 points. I may not be able to come up with a full set of such incremental bonuses, but I'll see what I can do.

Saturday, October 30, 2010

News from Essen

Spiel Essen, the world's largest and most prestigious game fair, took place in Essen Germany last weekend. I'd been hoping that Railways of the Western U.S. would be ready in time to be shown there, and it was—just barely!

It seems to be standard practice for the initial printing of a new game product to be very small. This gives the publisher a chance to check the finished product for problems before paying to have thousands of copies made; and if there are no serious problems, the publisher has a few advance copies to show off and/or sell. The first shipment of Railways of the Western U.S. arrived in Essen on the morning of the first day of the show, just in time. It was 60 copies, and they immediately opened one copy and set it up to be shown off.

The BoardGameGeek web site (one of my favorite web destinations) had a presence at the show: they were interviewing publishers, and live-streaming video demos of the new games. Keith Blume demoed RotWUS for them on that first day, and if you're interested you can watch the video here. It's quick, only about three minutes.

The game sold out quickly; all 60 copies were gone by the second day of the show.

There was indeed one problem with those first few copies: there were no Fuel Depot tokens in the boxes. Fortunately those are not necessary components; they are used only with an optional rule, and you can play just fine without them. The people who purchased those copies can get replacement Fuel Depot tokens by contacting FRED Distribution customer service. If you are not one of the lucky few who got to go to Essen you won't have to worry about this, because it will be fixed for the first full print run.

The City Rotor tokens, the other new optional feature in the expansion, were included and apparently are pretty cool. I say "apparently" because I haven't seen them myself. Helen and I didn't go to Essen (we talked about going, but couldn't swing it this year) and so now there are some 60 people in the world who have actual copies of Railways of the Western U.S., and I'm not one of them! I've never even seen a copy I didn't make myself. There's something cosmically unfair about this, or so I keep telling myself.

But FRED says that the first real shipment will arrive soon, in just a couple of weeks. Then I should have my own copy at last, and they'll be available in both brick-and-mortar and online stores. Can't wait!

Saturday, July 24, 2010

Another progress report

My posts seem to be coming farther and farther apart. I apologize for that. I think there are a couple of reasons for it. One is simply that I've been very busy, and have had little time (and when I have time, little energy) for posting. Another is that I haven't been doing anything worth the waste of bandwidth: nothing to say. But I think I've accumulated enough tidbits to make a new post worthwhile, so here goes.

Railways of the Western U.S.
I haven't had much to say about this because my part in it is nearly done. (There's even a page up at BGG for it: Railways of the Western U.S.) But I can report that we (myself and the folks at Eagle Games) have been proof-reading digital copies of the board, the rules, the cards, and the box art, and it's looking really good. The board has been designed to match the Eastern U.S. board esthetically as well as physically, and I think they'll look great together on the table.

The rules are receiving the last few tweaks. My Fuel Depot rules have been tossed in favor of some different ones that the Eagle Games folks dreamed up, and I agree that theirs are much better. I'm eager to try them out myself, now that I know what they are! I'm hoping to get the game on the table at Pacificon over Labor Day weekend.

And after the digital proof-reading is done, it's back to being patient while it goes through the cycles of printed proofs, final approval, printing, assembling, and shipping. (Still waiting for my instant gratification, here!)

Solitaire Till Dawn X
It's been hard to work on this because I do 8 hours or more of programming at work, five days a week, and I'm often feeling pretty burned out by the time I get home. But I am making progress. Today I got some very insidious bugs out of the BooleanTest class (which is used for things like deciding whether you're stuck, or have won the game), and in the process greatly sped up the program's ability to peer into the future of the game as you play it. That could be very useful—we'll see!

New Game Designs
Yes, I have a couple of new designs! With Rottweiler mostly out the door, I've been able to spend some time thinking about such things.

I actually have three that I'm turning over in my head. All are in very early design stages; only two have even been mocked up to try a solo game on my own, and that has happened only once for each of them. But they each feature one or two newish ideas that interest me.

Without going into a lot of detail, one is centered around buying your resources from a "futures" market: if you think you can wait to get them, you can get them cheaper. Of course, there will be time pressure to get them more quickly, and damn the expense!

A second grew out of an idle notion to make a game with Genghis Khan as a theme. The Great Khan was not just a warrior, and there were some interesting economic things happening in his empire. Instead of a battle game, I began to wonder if there wasn't an interesting area-majority game lurking in there somewhere. Area majority has been done before of course, but for this game I'm hoping to introduce a trading-with-foreigners twist.

The third new design grew out of the second. I was looking for an interesting scoring mechanism for it, and thought of one so interesting that it turned into a whole new game. This is the one that has my attention at the moment, and it has been developed more than the other two (not that that's saying much). It is also an area-majority game, with twists in both the area-majority mechanism and in the scoring.

I always have high hopes for any new design, and they usually turn out somewhere between rather dull and utter garbage. We'll see about these.

Saturday, June 5, 2010

Various Kinds of Progress

I usually try to keep these posts focused, but I haven't had much time for blogging lately, so you're getting an omnibus update today.

I can now say that my "Rottweiler" project, about which I've maintained a mildly coy level of secrecy, is the Railways of the Western U.S. expansion to Railways of the World. FRED Distribution (aka Eagle Games) has announced that it will be published in Q1 2011, less than a year from now. (Regular readers already know that Railways of the World is the new reprint of the original Railroad Tycoon board game, pretty much my favorite game of all time.) I'm very excited about this, but I am trying to be patient about waiting till next year to see it in shrinkwrap at my FLGS. (As always, I want my instant gratification, and I want it now!)

The fate of Continental Rottweiler is still to be decided. Stay tuned.

In my last post, I wrote about returning to Mac programming and re-writing my venerable Solitaire Till Dawn product. That project is coming along nicely, although I wish I had more time to devote to it. Just a few minutes ago, I reached an exciting milestone: I played and won an entire game of Klondike in the new version. Now that may sound like it's almost done and ready to go, but that's not true at all. This is about the stage where the monster tries to stand up from the slab and take a few uncertain, shambling steps. The polished performance of "Puttin' on the Ritz" is still a long ways off. But I'm encouraged, and starting to think about choreography (so to speak).

Last weekend Helen and I again attended KublaCon, probably our favorite boardgame convention. We had a great time as always. This year I found myself mostly concentrating on unpublished games: Spatial Delivery and Rottweiler both got a workout, and I was privileged to play Seth Jaffee's expansion to his own Terra Prime. (Here's a sneak preview: I really liked it.) And our good friend and member of our weekly gaming group Marlin Deckert won the KublaCon Game Design contest with a really elegant abstract game he calls "Tripletts". I hope and expect to see it on store shelves in the not too distant future. (And by the way: that makes three members of our game group who have won that contest: Marlin, Candy Weber with her game Leftovers, and yr. obed. serpent, myself.)

As always, we came home with more games than we set out with. There were no exciting new releases to look for this year, which was a bit disappointing. We had already seen all the hot new games. Nevertheless, we improved our collection by trading away a few things we've found we didn't care for, and their slots on the shelf will be filled with our new acquisitions. These include Canal Mania, Attika, the Alchemy expansion to Dominion, Mission Red Planet, and a few others.

And now I'm going to go clear off the game table so we can play one or two of them!

Thursday, April 8, 2010

Coast-to-coast live!

This weekend we held the first live playtest of Continental Rottweiler: "live" means that we had four actual human beings playing the game, as opposed to just me, or Helen and me, pretending to be more than one person each. I'm pleased to report that it went very well.

The game lasted about six hours, and was contentious from beginning to end. I had been hoping for a fifth player, but the game worked quite well with four. The fact that everyone wanted to cross the "border" between the east and west tended to crowd players together; on the Western board, the Rockies were another barrier that focused nearly everyone's efforts. I think there's room for a fifth player, but surprisingly, six may turn out to be too many.

The new rules for handling the "income trough" seemed to work well. We used a rule that Helen had proposed: at mid-game, players may give back any number of the bonds they've taken out at a penalty of 2 VPs per bond. This rule is intended to walk a careful tightrope. I want players to be able to take out lots of shares without worrying about surviving the income troughs later on. On the other hand, it should cost something to get rid of a bond at mid-game; otherwise, it is too easy to take out bonds just before mid-game, knowing that you will soon be rid of them. In addition, it gives players another interesting decision to make: keep the bonds and avoid the extra VP penalty, or dump them and avoid the income penalty?

I have one reservation about giving back the bonds: in this session nearly everyone gave back all their bonds, and the one player who didn't regretted it. It may be that 2 VP is too cheap, and at that price you should nearly always give back all your bonds. But I'm going to let a few more games go by before I try increasing the penalty. That will tell me whether the cost is really too low, or whether it was just the way this one game played out.

My other concern is the Rail Baron cards. I put together a set specific to the Continental game, having found in previous playtests that the ones from the Eastern and Western games don't work as well on the combined boards. For the most part the new barons were good, but there were a couple of false notes. One is that the VP bonuses in the base game and its other expansions are about 10% of a typical final score. But final scores in the Continental game are much higher; if the Rail Baron bonuses aren't increased to match, players will not have much incentive to try to achieve their Baron goals. I think therefore that the Continental Baron bonuses need to be significantly larger than those for the base game. The other issue is ensuring that those bonuses are balanced. There were indications that some of the goals are much harder to achieve than others. A little of that is okay, but the differences shouldn't be huge.

All along I've been worried that the Continental game would take too long, and outlast its welcome. But the players stayed after the game for well over an hour, vigorously discussing their strategies and the reasons for their decisions. Nobody got bored, and they all want to play it again. Whew! Obviously, not everyone will want to play a six-hour game no matter how good it is, but I think we've got something that at least a real RotW enthusiast will enjoy.

More playtests will follow, as soon as I can get them together!

Monday, February 8, 2010

Coast-to-coast again

This weekend we tried another coast-to-coast session of Rottweiler. This was only the second such session. Because of the holidays and nearly two months (and counting) of major home renovation, I haven't had the time or the table space to lay out so large and long a game.

But on Saturday we managed it. And it was a pretty good session, in two senses. First, lessons learned from the first session led to noticeable improvements. And second, we learned a lot about what still needs work.

The first session had two major problems. One was that it didn't last long enough; the far coast was barely reached and wasn't developed, which didn't feel right. We solved that this time with a tweak to the end-game trigger rule. The other was the issue of the "income trough", as follows.

We have been using the score/income track from the base game. In Railways of the World, your income is tied to your current score. It rises for most of the game, then begins to fall again at a point somewhere after midgame. Typically it never rises again, but if you score above 100 points you wrap the scoreboard and you begin to repeat the cycle.

For the base game, this works just fine. The income curve is calibrated to keep money tight throughout the game, so that players must always think about their budgets. For much of the game you need money for expansion and development, but in the end game you are usually busy milking what you have already built rather than spending on new track, so you don't need as much money.

For the coast-to-coast game, this falls apart. The high score in this weekend's session was a whopping 240 points: that player wrapped the scoreboard twice. This means that his income started at zero, rose to a high point, then fell to zero again, and then did it all over a second time, finishing with a rise to a third high point. The trouble with this is simple: the coast-to-coast game requires players to continue to expand for at least twice as many rounds as the base game. Unless you have managed to become rich, you're going to be starving for money when you are in the "income trough". You can even get into a horrible debt spiral if you have issued very many bonds, because you must pay dividends on them and this can exceed your income by quite a bit.

In the first session, I saw this as a problem that might be acceptable as part of the strategy of the coast-to-coast game: you need to build up a fund of cash during times of high income, so that it will see you through the low-income periods. But in both sessions, at least one player failed in this; and the consequences are severe. Such a player falls badly behind and cannot catch up, and has to play for another three hours not only unable to win, but even unable to make any progress. The fact that the second session lasted through two income troughs makes it even worse.

So I'm going to have to think about the income curve for the coast-to-coast game. A number of solutions have been proposed, but I haven't had time to think them all through yet. The ideal solution will be one in which most players must budget carefully throughout the game, but without quite such severe penalties for failure; and it will allow players to issue plenty of bonds if they need to. (If you think I'm being too soft-hearted toward my players, think again. It's one thing to lose; it's quite another to be so wedged that you can hardly even play, especially in so long a game.)

When I've got a good-sounding solution for the income problem, I may be ready to try a "live" game with a full table of real players. So far it's just been Helen and me, each pretending to be two different people in order to make up four simulated players. Helen is tolerant, but I don't want to burden my other playtesters with a six-hour unplayable horror of a game, so I want to get this smoothed out at home before taking it out in public.

Saturday, December 12, 2009

Rottweiler: Coast-to-Coast

I see I've been lax about blogging lately. That's mostly because I haven't been doing much that I felt would be of interest: some gaming, some music, a nice Thanksgiving with the family. Recently we've begun remodeling the house, and that may prompt some commentary at some point.

But last weekend, Helen and I pushed the Rottweiler map edge-to-edge with its matching previously-published map, and we played our first "continental" game. I'd cobbled together a rule set for what would clearly be a long game, and knew that it would need playtesting to get right. The results were mixed: some good news, some bad.

The good news is that it was an interesting game. It definitely felt different from any other RotW game we've played (and we've played them all), and the new strategies it evoked were challenging and fun. I also felt that it wouldn't need much tuning to really get it right—although that may be unjustified optimism. But there were a few issues that will have to be addressed.

One issue is the income/score track. RotW and Railroad Tycoon veterans know that your income goes up as your score goes up, until a bit after mid-game when your income begins to decline as your score continues to rise. Thematically this represents the overhead of running a large railroad; from a game design standpoint it's to keep cash scarce and make players budget. If you perform well, you can wrap the scoring track and your income begins to rise again. Normally this happens late or not at all, but in the continental game it will happen at about mid-game. It's a bad time to be short of cash.

In our one playtest (Helen and I managing two players each) one player hit the trough just wrong, with no saved cash and no cheap prospects for getting out of the trough; that player finished last. Another player had to build track aggressively, to delay entering the trough until he could rush past it in a sudden flurry of deliveries; that player finished second-to-last. The other two players were either already past the trough or had enough cash on hand that it wasn't an issue; they finished first and second.

The continental game is long, and I don't want miring players in the income trough to be a frequent occurrence. They'd have to spend a couple more hours finishing the game with no prospect of winning. But it may be that it's never necessary for an experienced player to be stuck, if you know to plan ahead. One simple solution is an optional rule for beginners: once your income first climbs above $10 or $15, it never falls below that level. Experienced players can use the unmodified income/score track for a more challenging game.

The biggest actual problem we encountered was a shortage of pieces. There are simply not enough goods cubes, track tiles, or even control locos in a single base set. I'll be talking with the publisher about how to handle this. The decision will be up to them, but the obvious possibilities include putting the extra bits in the expansion, making a "Continental Pack" available separately, or simply requiring the bits from two base games.

Progress! I hope to try the continental game again soon with real players, but Christmas may intervene. When it happens, I'll post again.

Wednesday, October 28, 2009

Rottweiler: Linking Up

Hints have been dropped here and there, so I suppose I won't get in hot water now for mentioning that the map I'm working on is designed to link up with other maps. For the last couple of weeks, I've been redrawing it because the hex size on the original was slightly too small. It was good enough to play on, but when set edge-to-edge with a published map, the hexes wouldn't line up.

The new map is a hex or two narrower, so I also needed to adjust the locations of some cities and features. Today I got a full-size printout, and brought it home. I am pleased to report that it lines up quite nicely. I should be able to try some combined-board games sometime soon.

But I did need to make more changes. With the maps joined, it was apparent that some cities at the edges are poorly placed. I had to move a few cities, and rename two of them so that their names would be more appropriate to their new locations.

I did a solo playtest last night on the previous map. The current iteration of the rules and new features held up well, and I liked the way the session played out. But I'm now starting to notice some subtle things about the map: I may change the color of a city or two. Since I print the maps in grayscale and hand-color the cities, I think the new map is ready to be printed. I can think about city colors in the meantime.

Thursday, September 10, 2009

Pacificon 2009: Rottweiler

This Labor Day weekend Helen and I trekked off to Pacificon for three days of intensive gaming. Happily, Pacificon really isn't much of a trek for us: it's about 10 minutes from home, so we could spend all day and half the night at the con and still sleep in our own beds. But because we did game late every night, we we're pretty bushed by the end. (That, and an unexpectedly busy week, makes this a late posting.)

A primary goal for me was to get in a few live playtests of Rottweiler. I'd hoped for three, but got two, which wasn't bad at all. (Lesson learned for future: schedule stuff like this in advance. Trying to get pickup sessions together is unreliable and time-wasteful.) Both sessions went very well, all things considered. I had some experienced players and some newbies; some but not all of the experienced players had seen a prior version of the Rottweiler map. Overall, both sessions "worked": nothing was clearly broken. The balance of the various starting positions wasn't perfect, but of course I don't expect or need it to be; I just need it to not be too horribly unbalanced. Game lengths were a bit shorter than I expected, lasting about two hours or a little less each. I am considering adding a few more empty city markers to extend the game another round or two.

There were some parts that didn't work as well as I'd like. One new feature continues to be troublesome. I've tried a number of variations for it. One such sounds good on paper, but is rarely used in practice—and given that, why bother having the feature at all? Another does get used simply because its rules pretty much require it; but it does not foster competition or interaction among the players, so again it feels pretty pointless to me. I would happily abandon the whole notion, but it's something the publishers are interested in, so I feel that I must make a strong effort to make it work. Then if I fail, I can at least list all the reasons why the feature should be dropped.

A few other items need tweaking or abandonment. There are some Rail Baron and Railroad Operations cards that I added for historical theme; there I may be trying too hard. Some are specific to certain historical locations and events, and wind up feeling like unjustified gifts to those players who build in the area. That's okay as a general rule—Service Bounties are like that—but I have to be careful not to make them too powerful (which is unfair) or too weak (which is pointless). It's surprisingly difficult to balance these things: the granularity of VPs and achievements seems too coarse at times. If I lower the difficulty, the reward is suddenly too great. If I raise the reward, it's too much advantage for the player who achieves the goal. Argh! But I have some other knobs I can tweak, so I think I may yet be able to salvage these items. The map itself seems to be much improved. I didn't find anything in these sessions to suggest any urgent changes, although I did find a couple of "typos" to fix up.

I think the next step is to run a few more solo playtests, to try some tweaks to the troublesome issues. If I can make significant improvements, I'll look for more opportunities for live playtests. The publisher has some groups they want to sic onto Rottweiler, and they seemed to want to start this process in September, so I'll try to get something together for them soon.

Monday, August 24, 2009

Rottweiler: Learning to Heel

Last night was the first live playtest of Rottweiler, following four solo playtests over the last couple of weeks. I learn more with every play.

Although I've been playing RotW games (under their original "Railroad Tycoon" name) for several years now, this is the first time I've done so while taking a global view. Instead of concentrating on my own plans and paying attention to others only to the degree that they might interfere with me, I am now watching what every player does, and why. It's been very instructive.

I've learned what should have been obvious from the beginning: that the various bonus-scoring opportunities—Major Lines, Service Bounties, and Baron cards—have a large effect in shaping the game. (Major Lines are bonuses for laying track between specified pairs of cities; other bonuses may have similar effects.) For my first cut, I set up the bonuses to motivate players to re-create the historical rail routes. Two plays showed me why that was wrong: it allowed as many as five players to each carve out a separate empire, with little need to get in each other's way. This makes for a boring game.

So I've had to throw out some of the history. I re-worked the Major Lines, removing a couple that routed around the edges of the board, and adding some to draw players together at a couple of central nexuses. The improvement in the game was immediate and marked: suddenly there was contention in these targeted areas, and players had to start worrying about their opponents' plans and activities much earlier in the game.

Last night's playtest went very well. Everyone seemed to enjoy the game, and there was nothing that was clearly broken. But there is certainly room for improvement, and I happily received some good analysis and a number of excellent suggestions. My next steps are to extend some mountains here, reduce some cube counts there, and tweak the Major Lines some more. Then print the new map and run some more solo tests before taking taking it to Pacificon over Labor Day weekend for more live playtests.

The news is not all wonderful. Part of the motivation for Rottweiler is to add a couple of the innovative features from my Hammer and Spike game to this RotW expansion. One of those features is working well, but the other one is not throwing the same kind of sparks. I need to find some way to improve it. I'd like to have a better revision in time for Pacificon, if I can swing it.

Thursday, August 13, 2009

Code Name Rottweiler!

It's not much of a code name if everybody knows what it means, but I've taken to thinking of my expansion for RotW (the abbreviation of "Railways of the World") as "rottweiler". This comes purely from the letters; for the record, I see no particular parallels between the dog breed (or any dog breed!) and the game system. And I wouldn't have bothered mentioning it here, but I couldn't resist the hyper-dramatic "Code Name Rottweiler!" title for the post. Sounds like a bad spy movie!

I should make up for the preceding blather with some meaningful news, so here's the current status of... Code Name Rottweiler! (Okay, I'll stop now, I promise.)

I have a first cut at the map nearly complete. I just need to add starting cube counts to the towns and cities, and make sure it will print okay in black and white. (Why? See below.)

I have a first cut at the Railroad Ops cards designed. I still need to make the deck, either by laying out some mocked-up cards on the computer and printing them out, or by just scribbling on paper. Either way, I'll stick the EUS deck into card sleeves, then slip in the paper cards over the real ones. I've also finished the first cut at the Rail Baron cards. I have a good selection of Barons and (I hope) a good set of bonuses.

I'll need to tune a VP/income track for the game, but I can start with the one from the main game. I can use the modular scoring track boards that Helen made for our copy of the original Railroad Tycoon until I decide what tweaks I want to make. (If you play RRT on the big board and hate that scoring track, you can download Helen's modular scoring track from BoardGameGeek. Be sure to give her a thumb if you like it!)

Acting on a tip from an experienced developer, I discovered that I can print out a full-size board on a single sheet of paper at Kinko's, for just $0.75 per square foot! That comes to all of $6 for one copy, which is dirt cheap. I'd always looked at the color prices which are significantly higher, and I had never realized that black and white is so inexpensive. A RotW board doesn't need much color; what little it needs can be added in five minutes with a set of felt pens.

The bottom line: I plan to print my first board tomorrow and be doing my first solo playtests this weekend! That's an exciting thought.

Tuesday, July 28, 2009

Getting Rolling

It's been three weeks since my last post. The major reason for this is that I've been asked not to be too forthcoming with details about the Railways of the World expansion I'm working on. This has put a crimp in my blogging style.

But I suppose I can get away with some generalities. For one thing, I was mistaken in thinking that the expansion would be mostly designed by others; turns out it's mainly in my lap. The board, the cards, the variant rules, all of it. I'll have help and advice from the publisher's developers, of course.

This is not how I foresaw my first publication contract! I thought I'd design a game, get it mostly finished, then get it licensed. After that, just playtest and tweak until the publisher is happy; the rest would be the publisher's problem. I didn't expect to have much left to do at this point. Instead I have to start almost from scratch!

Okay, it's not really "from scratch." The RotW system is well-defined and so are the Hammer and Spike features that I will be adding in; I'm not inventing a whole new game. But I still have to draw the map, define the cards, tune a scoring track (the scoring track in RRT/RotW is also the income track, so it affects the whole game economy), and fine-tune the H&S features (which, after all, were not originally designed for RotW). That's a lot to do. Fortunately I think it will be tremendous fun, and I've definitely been enjoying the process so far.

I've been told what part of the world the map must cover. Given that, I've been studying the history of the region, to see how the railroads grew there and what special conditions obtained. RotW is not a simulation game, so most of the historical detail is pretty useless; but I've gotten some ideas for the cards, and some notions on how to lay out the map (for example, the towns that were important to the railroads back then aren't always the ones that are largest or most important now). In fact I have more ideas than I'm going to be able to use. That's a good thing: it's better to have too much than to not have enough!

I've also been asked to try to make the H&S features into an optional variant that can be used with any RotW map, if you've got the rules and bits from my expansion. I've been testing that out on the Europe map, and I'm pleased to say that I think they will work.

Working on the board is going to be interesting. I've never made a prototype board this big before, and my usual cheap-and-dirty technique of printing it out on 8.5x11" sheets and taping them together may be too big a pain. I think this time I'm going to spend some money and have a print shop do it as a single big sheet, and then maybe have them laminate it so I can draw and erase on it easily. (No, it will not be as big as the original gargantuan RRT board. But it's not small either.)

Finally, and just to head off the questions: no, I don't know when it will be released. I just started working on it a couple of weeks ago! All I can tell you is that it will be a good long while, so there's no point in being impatient.

But yes, when I have it sufficiently developed, some of you will be able to playtest it. In fact, I'm counting on it!

Tuesday, July 7, 2009

Publishing Update

Spatial Delivery
The publisher who has been reviewing Spatial Delivery has (after a year!) finally tested it, and tells me that they are currently looking for lighter games. They haven't quite said "get lost" and the prototype will be tested further at their main office, but the news is not encouraging.

I have contacts at a couple of other publishers who may be interested in Spatial Delivery. My home and life are going to be in some disarray over the next few weeks (we are remodeling) but after that, and if the current publisher hasn't changed their mind, I will build yet another prototype and see if I can get someone else to look at it.

Hammer and Spike
This one got licensed! It's not quite what I had envisioned, because it will not be published as a stand-alone game the way I designed it. Instead, some of its unique features will be folded into a game already being designed by some of the publisher's other developers. But I am not too disappointed: the license is the same as it would have been for a stand-alone game; my name (among others) will be on the box; and the combined product sounds very exciting. I am sure I will someday see a game of my own published, and this is a good first step in that direction.

By the publisher's request, I am giving no details about the combined product for now. I'll post more information when I can.

Update to the update: I can now speak a bit more freely. Hammer and Spike will become a new expansion for the Railways of the World (RotW) game system. RotW is the new (and re-named) edition of Railroad Tycoon being published by FRED Distribution. I've been asked to design an expansion that will merge the unique features from Hammer and Spike with the familiar RotW system. If you've been following this blog, you know that Railroad Tycoon is my favorite game, so you can imagine how excited I am to be given this project!