Making the Game part 2 – Outside playtesting and adding a theme

June 29, 2012 in Advice/Tools, Board Games, Chaos & Alchemy, Making the Game

Previous entry: Part 1 / Next entry: Part 3

Welcome back to my blog series Making the Game, in which I talk about the process of creating my card and dice game called Chaos & Alchemy! In Part 1, I discussed the inception of the idea for my game and the first prototype I built and played with my wife.

Two days after the inception of my game, I found myself getting together with some acquaintances for a public playtest of D&D Next, which had just become available for testing about a week earlier. We had a little time to kill before one of our players would be showing up, so I broke out the cards that I had printed up and tried the game with them.

One of the guys totally got it. The other was pretty confused, but soldiered on. It was encouraging enough for me to feel like I should keep working on the game, but I knew that I needed it to have an actual theme rather than raw mechanics. My wife had already suggested something fantasy-ish, and I liked the idea of alchemy for some reason.

I spent a fair amount of time on Sunday, June 3, changing the generic names of cards like “Draw 2″ and “Roll Extra” into things like “Quick Study” and “Oversized Cauldron”. I changed the references of cards being “in play” to being “in your laboratory”. A theme was taking shape!

Talk to the pros

I’m lucky to have a good friend who has worked for many years as a professional game designer on board games, card games and computer games, and I got together at his place with him and another friend of ours Sunday evening, June 3, to playtest the heck out of my still-nameless game. I didn’t realize that these guys would be up for three hours of solid playtesting, but that’s exactly what we did.

This was real playtesting at its best. We tried the game as I’d originally designed it, then talked about what was working and what wasn’t. In the initial rules, players had three things to do each turn: draw a card, play a card, and run an experiment (rolling a pair of dice) which could result in extra card draws and plays or in some forced discards (or a mixture). We started toying with this, going to a single draw/play option each turn and adding an extra die to the experiment (now rolling three dice instead of two). This changed things dramatically, making it much more likely that the target die (now renamed the Fortune Die) would change with people rolling doubles since doubles come up a lot more with three dice than with two.

We started focusing on what was fun in the game and what wasn’t. At this point, the main way you could win the game would be to get to 10 points by holding a bunch of cards in your hand – each card in hand was worth a point. This was rather unfun; playing cards to the table was cool and exciting, but just hanging on to a bunch of cards felt kind of lame in comparison. This was a change that would have to be handled at the drawing board rather than at the table, though.

Another issue that caused problems was that the game ended rather suddenly and randomly a lot of the time. If your opponent goes from 5 points to 10 points via a lucky turn, well, that’s it. I started experimenting with rules that said, “If one player ends his or her turn with 10 or more points, each other player gets one turn and then the game ends.” This had the problem of making it BAD to be the first to 10, since everyone else would dump on you. Tricky.

I left that evening with tons of notes and useful feedback, and I got to work. Changing the point mechanism from cards in hand being the main victory condition to cards in hand being worth nothing was surprisingly easy. Lots of cards that previously were played, had their effect and then went to the discard pile became cards that came into your laboratory, had an effect when they came into the lab, and then sat there for the rest of the game being worth a point or two.

Long-distance playtesting

I had sent a file with the cards and rules to my brother in Pennsylvania (I’m in Colorado) after the first night of inventing the game, and I sent him an update the following Monday morning to give him the improved cards with a theme and everything. Imagine my surprise when he said that he had already tried out the mechanics-only version of the game with his fiancee and another friend, and that they liked it! More awesome playtest feedback filled his email, and the game kept getting better.

Having people in other parts of the country playtesting my game would prove to be a constant, useful tool throughout the rest of Chaos & Alchemy’s development.

More to come…

I’ll wrap up this installment of Making of the Game here, with another request for feedback: Is this stuff interesting to my readers? I know that I personally would have enjoyed reading about other peoples’ experiences with game creation when I was getting started, but I might be the only one!

-Michael the OnlineDM

OnlineDM1 on Twitter

P.S. For those of you who are interested in the game itself, I now have an Art Gallery page up on the main site!

D&D Encounters Web of the Spider Queen – Week 6

June 28, 2012 in 4e D&D, Adventures

Previous WeekWeek Four / Next Week: Week 7-8

I was out of town last week, so a substitute DM had the pleasure of running my table through an exciting encounter with Valan Jaelre and friends. The party was given the chance to take an extended rest after that fight (and somehow allowed to go shopping in an empty cave in the Underdark), ready for whatever I was going to throw at them this week.

My players immediately noticed that I had not brought my projector rig with me. “No battle this week?” Well, no map at least. I ran the game with my iPad for the adventure and a few honest-to-goodness physical dice.

After wandering deeper into the Underdark, the adventurers found themselves faced with a carved dragon/demon head on a wall, with a shimmering barrier inside its huge mouth. A message on the ground, magically changing to the language of whoever was reading it, said: “Enter and pass the tests in the name of the Queen of Spiders.”

Our intrepid (and now fully healing-surged) goblin slayer, Snarl, poked a finger into the shimmering barrier… and disappeared! He had been teleported away. Being bold adventurers, the rest of the party followed suit.

I ran the rest of the session by bouncing around the table, letting each PC tell me a bit of what they were going to do and then moving on to the next PC.

Test of Spiders

Snarl and our new drow ranger Drizzt (no relation) each found themselves in a chamber lined floor-to-ceiling with dusty ropes mounted in a spiderweb pattern. Three sharp spikes with dried blood on them stuck up from the ground, surrounded by bones of some tiny creatures. A channel ran along the tops of the walls near the ceiling with some movement visible within.

A message on one wall read, “Lure your prey onto the web, then impale them with your fangs. Three shall feed your ambition.” Snarl quickly decided to grab a spike, climb the ropes, and lure out a creature, which turned out to be a zombie rat. He speared the little thing, which made his spike start to glow. Wash, rinse and repeat, and the door opened, letting him out of the chamber.

Amusingly, Drizzt (no relation) decided to hack up some ropes with his sword, then climb up and hack some zombie rats with his sword. This had no particular effect, so he ultimately followed Snarl’s lead (even though they were in different, though identical, chambers) and speared some zombie rats.

Test of Shadow

The dice were kind to Zin, our drow wizard, who found himself in a room whose floor was covered with different colored tiles. The room was totally dark, but hey, drow have darkvision! Zin was easily able to walk the narrow path of dark colored tiles from one corner of the room to the other without slipping off, and the door opened for him.

Test of Deceit

Thoradin the dwarf fighter and Squintch the goblin scout each ended up in a room with a big statue of Lolth and an inscription on the wall that asked the adventurer to answer three questions about their motivation and talents. They both figured out that Lolth wanted to hear good lies rather than the truth, and they came up with some okay stories. The exception was Squintch saying that he didn’t know what his purpose was – Lolth found his lie to be sup-par and zapped him, and he then got on the right track.

Test of Demons

This one held the most challenge for my party. A statue of a horrific demonic creature stood on one wall with hands outstretched. The statue’s hands could clearly hold items, and there were six different weapons around the room. There were also four gems in the walls that seemed to have magic tied to different damage types (lightning, cold, poison and fire).

Helios the genasi sorcerer took a trial-and-error approach and was rewarded for his many errors with lots of damage. After getting zapped three times by incorrect weapon / damage type placement, he found himself teleported away, tumbling down a chute into a cage. Fortunately for him, this cage was suspended above the room where his more successful companions had found themselves, and they were able to get him out.

After getting zapped once, our goblin hunter Snipe decided to rack his brain for memory of what this statue represented. He recognized it as a balor, which usually wields a lightning sword and a fiery whip. He armed the statue appropriately, touched the appropriate gems, and walked out of the room when the door opened.

Balor Demon by Ben Wootten

Aftermath

After patching up a few wounds, the group walked down a passageway deeper into the Underdark and soon found themselves hearing a female voice telling them to surrender. Combat seems imminent… but it will have to wait for the next session. Since next Wednesday is July 4 and the store will be closed, we’ll get together in two weeks’ time and run a double session.

This was the first time I had run a no-map session for Encounters, and it was fun. This was our shortest session by far – we were done in about 45 minutes, even with seven PCs. Still, it moved along briskly and the players seemed to have a good time. It will be nice to get back to kicking monster butt next time, though!

- Michael the OnlineDM

OnlineDM1 on Twitter

Making the Game part 1 – Inspiration and first prototype

June 26, 2012 in Advice/Tools, Board Games, Chaos & Alchemy, Making the Game

Next post in series: Part 2

Welcome to my new blog series – Making the Game. In this series, I’ll talk all about the process I’ve gone through (and am still going through) of creating a game and ultimately producing and selling it. In this particular case, I’m talking about my upcoming card and dice game – Chaos & Alchemy.

Chaos and Alchemy logo – by Bree Heiss

Inception

It all started on May 31, 2012. I was driving home from work, listening to gaming podcasts (as I often do), and I happened to be listening to an old episode of Jennisodes. In this episode, Jenn had recorded a panel of game designers at a conference, and Fred Hicks mentioned something about a game possibly being based around an innovative dice mechanic (nothing specific – he was just saying that an innovative dice mechanic is something that can make a game interesting, and that he might have a file with nothing but dice mechanics).

I don’t know why, but this comment got me thinking. I originally was thinking about role-playing game dice mechanics here, and I thought of a mechanic where checks are resolved by rolling two six-sided dice, each trying to meet or beat a target number. If they’re both over the target number, you have total success. If they’re both under, it’s total failure. If one is over and one is under, it’s a partial success. I was thinking that a tie counted toward success at this point, but I wasn’t sure.

This seemed like it had some potential, but I soon decided that it wasn’t all that interesting for a role-playing game (although if anyone builds a role-playing game around this mechanic, I’d love to hear about it!). Something more like a board game, though, might work.

What would the target number be? I liked the idea of having it change throughout the course of the game, and having a shared die in the middle of the table that people are trying to meet or beat. This would be the “target die”. The game could work with cards, and beating the target die would let you draw cards or play cards while rolling under the target die would make you discard. Rolling doubles would make you re-roll the target die.

First prototype

Yeah, this was going somewhere! When I got home from work, I mulled this over as I cooked dinner for my wife, then decided to start making up some cards. Since I use Excel all the time at work, I decided to make up a little card template in Excel. One cell would hold the card name, the next cell would tell what you do with the card after you play it, and the third cell would have the rules text for the card. I messed around with the spacing a little bit and ended up with twelve cards to a page – four cards in each of three rows.

Actual examples of some of my initial playtest cards

Since this was a Thursday, which was my volleyball night at the time, I took a break for a while to go play volleyball. When I came back home, I finished putting together a few more cards (32 cards total), printed out 4 copies of each card, cut them up with my paper cutter and dropped them into sleeves with Magic cards (I just grabbed a few completed Magic decks from years ago that all had the same backs).

I talked my wife into trying the game out with me. We shuffled the giant deck of cards, drew two cards each, and started playing. At this point in time, the goal of the game was to get to 10 points, and each card in your hand counted for a point. The cards had names like “Draw Two”, “Take Random” and “Change Target”. There was no flavor at all – just mechanics.

And it was fun. Surprisingly fun!

I had just created a game from nothing, and it was actually fun for me and my wife to play. I decided it was worth continuing to develop it.

Next steps

From that point, development on my game continued, and I plan to talk more about this in future blog posts.

I want to ask at this point: Is this interesting stuff for my readers? I’m still playing D&D and will continue to write about it, but a lot of my free time is going to Chaos & Alchemy right now, so I’d love to share it if you’re interested.

-Michael the OnlineDM

OnlineDM1 on Twitter

Owner of Clay Crucible Games LLC

D&D Next playtest results and opinions

June 18, 2012 in dndnext, Editions

Since the launch of the public D&D Next playtest on May 24, I have been diligently trying out the game. I ran one session for my regular group of friends at home (home group), one session for a small group of players I know via play at the Friendly Local Game Store (FLGS group), and two sessions for my Friday night online group (once the prohibition against testing over the internet was dropped). All four sessions were with me as the DM, so I have not yet experienced D&D Next from the player’s side of the screen. I was using the Caves of Chaos adventure for all sessions.

Throughout the whole process, I’ve been keeping in mind that this is just the initial public playtest, not the final game, and I’ve encouraged my players to do the same.

The home group stormed the kobold caves in search of a piece of the Eye of Gruumsh. The FLGS group stormed the hobgoblin/goblin caves in search of a kidnapped heir. The online group got sidetracked into the kobold caves in their search for the Eye of Gruumsh in session one before heading in the right direction into the minotaur caves in session two.

Caves of Chaos map by The Weem

The good

Combat was quick, as promised. Whether online or in-person, combat was much faster than the 4e that we’re used to. It was nice not to have to track a bunch of fiddly bonuses and conditions – although this was only 1st level, and I don’t know how that stuff will be at, say, 8th level.

With the relatively light amount of plot and rules, I was forced to improvise a lot on the DM side of the screen, and I had a lot of fun doing so. I could probably achieve the same result if I just ran a low-prep 4e session, but I’ve never actually done that.

Players who lean toward older editions of D&D really liked the feel of the game. It looks like WotC is succeeding in making an edition that “feels like D&D” to a lot of folks.

Advantage/disadvantage is a fun mechanic on both sides of the screen.

Not being able to heal completely between fights made it feel like the players’ decisions mattered more. They liked that.

The Race/Class/Theme/Background setup of the characters made several players feel more connected to the characters from a role-playing perspective. Having a trade for the Commoner theme was great.

The Herbalism skill was popular – letting the cleric create potions and Healer’s Kits for half price.

Number of hit points felt about right for the PCs.

The dying mechanic felt fun and exciting.

Coup de grace is satisfyingly vicious in the right circumstances.

The not so good

The characters were pretty limited in their options in combat. We’re hopeful that this might change with later modules.

Since hiding requires your action for the turn, players pretty much never wanted to do it, even the rogue.

Jumping across a 10-foot gap is pretty darn easy if you let characters extend their arms – even an 8 Strength character can clear it.

Having magical attacks like Radiant Lance going against AC felt weird. Simpler, though.

Tactically-minded players found combat to be kind of boring.

We miss opportunity attacks – and yes, I know this will be coming in a later module.

We miss spell cards. It’s a pain to have to refer to a separate book to figure out what the wizard’s spells do. 4e had this right.

The rogue needs more options for explicitly getting advantage. Hiding, as mentioned earlier, was not fun.

The fighter seemed pretty ridiculously powerful compared to the other characters in combat. That’s a lot of damage! And it wasn’t even interesting – the fighter swings his axe and either deals a crapton of damage or 3 damage on a miss. Rinse and repeat.

It would be nice to have all of the skills in one place, rather than the Rogue’s split between two different pages.

We need rules for swarms of monsters – fighting 34+ kobolds, sometimes with advantage or disadvantage, would have gotten really slow if I hadn’t been using a computer for the dice rolling.

I’m hoping that published adventures in Next will not all be so sandboxy. The free-form stuff can be fun, but it can also be fun to have some plot. I’d like to see what Next can do with a set-piece encounter as well.

The players who like 4e and Pathfinder weren’t very excited about this game in general. They didn’t see anything yet that makes them feel like switching (again, though, this is an early playtest).

Summary

Overall, I had some fun with this first round of playtesting. By the end of the fourth session, though, I was pretty much done with it. The online group had a final  battle when they found the Eye of Gruumsh piece and it basically possessed the rogue, who turned evil and super-powerful, leading to a player versus player battle that ended in lots of death. With the party pretty much wiped out, I was relieved to be done.

I’ll certainly keep testing D&D Next as new playtests come out, and I’m hopeful that it will end up being a game that I really enjoy a lot. There’s some good stuff here, but it’s not as fun as 4th Edition to me right now. In its final version, though, here’s hoping!

-Michael the OnlineDM

OnlineDM1 on Twitter

P.S. Thank you again to the Weem for the awesome Caves of Chaos maps. They were tremendously helpful!

D&D Encounters Web of the Spider Queen – Week 4

June 14, 2012 in 4e D&D, Adventures, Maps

Previous Week: Week Three / Following Week: Week Six

The same gang as last week (minus one, whose regular spot at the other 5:00 PM table had opened back up) gathered Wednesday evening for some more drow-fighting fun. It’s nice to have regulars!

  • A goblin hunter named Snipe
  • A goblin scout named Squintch
  • A goblin slayer named Snarl (who is completely out of healing surges)
  • A svirfneblin warpriest named Ziti
  • A drow mage named Zin
  • A dwarf fighter named Thoradin

As the party rested after a tough fight with a drow priestess, her archer allies and several rooms full of skeletons, a sudden flash of light filled the room. When it faded, a human female and an elf male were standing there. The woman was familiar to the group – it was Khara Sulwood, whom the party had met during the first session back at the Old Skull Inn. Her elf companion was Tharinel, and they had been teleported here by Elminster.

After a few niceties and introductions, it soon became clear that Khara and Tharinel were eager to help recover the Pendant of Ashaba that the drow had stolen.

To the fight!

There was no puzzle or anything like that this week. The party followed the path toward the deep Underdark and eventually came upon a large room filled with bad guys. Two drow archers stood on a platform on one wing of the room with a purple goblin nearby, while two drow scouts stood on the other wing of the room in front of some big spider gates, along with two more purple goblins.

Spider Gates – Gridded

Spider Gates – No Grid

The three goblin members of the party recognized the purple-skinned goblin enemies as Lolthbound goblins, which they hated. The PC goblins had +2 to hit the purple monstrosities.

As I’ve done for the past three weeks, I left the encounter as written, even though I had six PCs and the encounter was written for five. And once again, I feel like this was still a good challenge for the party. Having two NPCs to help definitely made a difference. Snarl’s player controlled Khara the knight and Snipe’s player controlled Tharinel the scout. The players seemed to have a good time directing the NPCs around the board, even though I had forgotten to print out the stat blocks for them.

We ended up with two PCs dropping unconscious this time – Snipe and Thoradin – but fortunately they both had plenty of healing surges. Snarl, the surgeless wonder, managed to end the battle with more hit points than he’d had at the start thanks to some splash healing from Ziti the warpriest. Ziti has been a real MVP the past few weeks, keeping the healing coming as her allies dropped around her. Squintch got the moment of greatness award this week for a particularly memorable charge-crit-max damage on secondary attack move against one of the drow scouts.

At the end of the encounter, five of the six PCs leveled up to level 2. Woo hoo! This will make a big difference in the weeks ahead, I’m expecting.

Sadly, I will be out of town next week and unable to run Encounters, but I’m looking forward to being back in two weeks’ time for the start of Chapter Two!

-Michael the OnlineDM

OnlineDM1 on Twitter

Post Script

The card and dice game I mentioned last week is coming along nicely. I’ve contracted with a graphic designer for the card layout and other work, and I’ve started contracting with artists for sketch art for the initial version of the game. I’m planning on doing a small print run for GenCon, and if it succeeds I’ll do more from there (probably a Kickstarter for full color art and a larger print run). I’ve formed an LLC for publishing the game, hired a lawyer… it’s exciting! More to come as I get to the point where I can start sharing details.

D&D Encounters Web of the Spider Queen – Week 3

June 7, 2012 in 4e D&D, Adventures, Maps

Previous Week: Week Two / Following Week: Week Four

Our intrepid heroes gathered again this week to chase the drow into the underdark, in search of the Pendant of Ashaba that the drow had stolen. The same six players as last week were once again at the table, although we did see one player switch characters and another change his character’s name. We also had a seventh player at the table this week. I’m never one to turn away a player!

  • A goblin hunter named Snipe (formerly known as Ferrin)
  • A goblin scout named Squintch
  • A goblin slayer named Snarl (who doesn’t speak but just, well, snarls)
  • A svirfneblin warpriest named Ziti
  • A drow mage named Zin
  • A dwarf fighter named Thoradin (replacing Lloyd the eladrin wizard from last week)
  • A dragonborn slayer named Draco (new to my table)

I’m pleased to note here that the nameless player who introduced himself to me last week and mentioned that he had read my blog did follow up with an email. He’s Justin. Hi Justin!

A puzzle!

Anyway, my gang headed down the stairs from the bottom floor of the Tower of Ashaba and found themselves following drow tracks through a dusty cellar. The tracks led to a large room full of tombs – clearly a crypt – but here the tracks stopped because the crypt was enchanted by a spell that kept it dust-free. The biggest tomb was labeled with the name Lord Ashaba, whom our drow historian recognized as the first lord of Shadowdale. Lord Ashaba was also known to be a water wizard.

The group started looking for secret doors and soon discovered a slight crack where Lord Ashaba’s tomb met the ground. They tried moving the tomb out of the way with brute strength, but it wouldn’t budge. Searching for magic, they noticed some kind of magic sensor that seemed to be focused on a bowl-shaped indentation in the lid of the tomb. Eventually, remembering that Ashaba was a water wizard, they tried pouring water in the indentation… and lo and behold, the tomb swung aside! Stairs led down into darkess, covered with dust, cobwebs and drow footprints.

Arise, my dead kinsmen

At the bottom of the stairs, the group found themselves in another crypt – this one much older. They were on a small upper level with stairs leading down to a larger chamber lined with stone coffins. To the south, a longer stairway stretched into darkness, and on this stairway was an unfriendly-looking drow priestess of some sort. She tossed her pretty necklace to the ground and called for her dead kinsmen to rise up and fight the intruders.

White mist began billowing out of the necklace, and skeletons began moving about in the coffins. The fight was on!

Hall of the Dead - Gridded

Hall of the Dead - No Grid

The adventurers did a good job of rolling well on initiative, and the drow priestess, despite her retreat down the stairs, soon found herself being mauled by two slayers before she had even acted. Ouch ouch! She dropped a cloud of poisonous spiders on them, swung at one with her totem, then tried to retreat down the stairs. She was dying by the end of the first round.

She was not alone, however, as skeletons started clambering out of their coffins whenever the white mist reached them. These were soon found to be minons however, and even in large numbers (eight to start with, and three more each round) they weren’t too scary.

We also had a few drow archers in this encounter, who made life much more miserable for the party – especially Snarl the goblin, who came into the encounter with only two healing surges left. Poor Snarl got wrecked by a critical hit from an archer in the third round and found himself on the ground, dying. He was soon revived by his goblin brethren, and ended up spending both of his remaining surges. He will enter encounter 4 with no surges and 11 hit points. Eek!

That didn’t stop the little dude from wrecking foes left and right. He charged right after the archer who had dropped him, all by his lonesome. That was worthy of a Moment of Greatness for sure.

The rest of the party wasn’t waiting idly, either. Zin the mage became the first PC I’ve seen to earn the “kill three or more minions with a single attack” achievement for toasting some skeletons. Ziti got to smite some undead. Squintch and Snipe kept the pressure on the bad guys, and Thoradin and Draco did their best to soak up damage for their more fragile friends. It was a great team effort and a well-deserved victory.

-Michael the OnlineDM

Post script – a new game by the OnlineDM

Those of you who follow me on Twitter may have seen me mention a new dice/card game that I’ve been working on. This game is the reason I haven’t been blogging much in the past week.

I came up with the idea and the first prototype last Thursday (May 31) and have tried it out with several different groups since then. In the last two days, I’ve had two different groups of strangers at the local game store play the game, and both times had people asking me when they can buy this thing.

So, I’m actually developing a game! It’s fun, too. I’m not ready to share a ton of details just yet, but I will say that it’s themed around alchemy, that it uses both cards and dice, and that it’s designed to be quick to play (15 minutes for two players and up to about 45 minutes for five players). I plan to do a small print run in the next couple of months, and if things go really well I plan to eventually run a Kickstarter to fund a bigger print run and some nice, professional artwork for the cards.

I’m in the process of looking for artists right now, so if you know anyone, send them my way!

Wish me luck!