Tuesday, April 23, 2013
Onion: Or How To Make a Boardgame Campaign
Descent: Journeys in the Dark (second edition) is getting big with my group of board gaming friends. Having played a couple of missions in a campaign, and an encounter from the Wyrm Queen expansion, both as a hero. This system is basically a pen & paper RPG, narrowed in scope to deliver a quicker experience (nothing wrong with that.)
Other examples I can think of are wargames, taking cues from history to link multiple missions together and Risk Legacy in which the board is changed permanently, which I think adds gimmicks to a pretty bad core game.
How do I link together plays of something more constructive, where players attempt to build an engine to score the biggest point or reach an objective faster? The thing would need to be built in layers, like an onion. It would start with a strong core mechanic, with each subsequent play adding more to the mix. Winners would need to be rewarded, while everyone else would need some way to balance things so they stand a chance of turning the situation around and not necessarily facing a rich gets richer problem.
I'll probably write more about this later.
On a side note, I didn't play it myself, but a game of Illuminati was brought over to last game night, which made me think of other ridiculous themes for games, such as Scientology. And if we are talking about Scientology, why not a game about Tom Cruise, that is more than just a Trivia Pursuit or Monopoly re-theme? ;)
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