Nov 092012
 

When I last left you I had completed the Excitement deck and shared a few choice samples with you, along with the rule book so you know what the heck it all means. Or at least, that was the plan. Go and take a look if you missed it…

Since then I’ve mainly been working on the Adventure deck. I say mainly, I also came down with a pretty bad man flu and spent an evening watching a Google+ hangout as some great people play tested an awesome game. But mainly the Adventure deck. This took a lot longer to square away than the Excitement deck, even though it’s smaller. The reason for this is that I wanted a whole bunch of unique Adventures, where as a lot of the Excitement cards made more sense as duplicates. In the original idea, I did have duplicates of Adventures, with the plan being the players would ‘race’ to be the first to finish each one. You know the drill, once someone has mapped the source of the Nile, doing it again later just isn’t as impressive. Sure, they could still head out there, and might even discover something new and shiny, but the main work has already been done and the achievement celebrated.

I had worked out ways for people coming along after the fact to have an easier time of it, but reap less rewards, but it just seemed a needlessly complicated way of dealing with exploration. Instead I have created nine unique Adventures per continent and then nine other open Adventures than can be completed anywhere but with less rewards and a slightly higher difficulty. Not only did this take time as it stretched my creative muscles a bit more, but the Adventure cards have a bit more information on them, and a few more numbers that need to be balanced. Click this link, and you’ll see what I mean.

It also gave me a few opportunities to try out some extra ideas, such as differing rewards or individual difficulties depending on the nature of the Adventure. All in all it was time well spent, and I hope that the changes I made – including simplifying the language and doing away with often repeated sentences in favour of basic terms – will speed up the game play. The last thing I need before I can try it out though is a set of characters.

I decided to keep it to the six I had in mind originally, but worked out differently based on the rules revisions. A lot of this is the same as I did to the Adventure cards. removing full sentences in favour of modifiers to a game effect. This mean they should be smaller cards – three to a sheet instead of two – without looking cluttered. I’m hoping the balance issues will be swifter to work out now I have a better handle on it, so with any luck, I should have a Monday update that includes some files to download that will allow people to actually print and play the game themselves.

I hope there’s at least one of you out there who is interested enough – and can fit it into their own busy NaGa DeMon schedule – to take a look and let me know what they think. Without play impartial play testing I’ll never know if this works as well as it does in my head.

  2 Responses to “NaGa DeMon update. The Adventures you’ll have…”

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