Hey Folks
I am interested in designing a board game that would be similar to a tactical, turn-based RPG (think Final Fantasy Tactics and Baldur's Gate). Players would choose heroes, with a wide range of skills, abilities, magic, weapons, and armor. Players would form parties to complete a quest. The monsters would be AI driven (either by cards or dice-decided tactics).
The game would probably take roughly 3-4 hours to take, with heroes gaining roughly 4-6 levels over the course of the game, traveling across the world map, exploring dungeons, visiting towns, and ultimately completing an over-arching goal or quest.
There would be three tiers of monster difficulty, each with roughly 8 monsters. Gear would also come in three tiers, each a little more powerful than the rest. The gear would be 3 slots (armor, weapon, misc), and there would be roughly 8-10 of each tier of each type of item.
At what point does the game begin being too much, or overwhelming?
I really enjoy the tactical RPG's of old, but don't really play video games more. Not to downplay video games at all, but board games are my preference; they are more interactive and more social, and I personally prefer playing with people in person, on a physical board.
I just want to know what input you all have. Any thoughts are well appreciated. Does it sound like a good idea? A bad idea? What kind of hurdles do you all see? (The main "hurdle" would be the cost of the game itself. The sheer amount of design and material involved would probably accrue a larger cost to build, with a larger selling price.)
Anyways, thanks everyone in advance for your input.
Cheers,
Twenty Percent
Hey Laperen
The game's focus would be on character development and combat. It would definitely be more of a tactical, combat-heavy RPG. One main theme is that characters would not bound by classes or skill trees, but spend experience to train any ability from any training type, allowing for complete open-style sandbox gameplay (like Skyrim):
-Magic: Spells are cast using the base ability from an element (determines the effect of the spell) in conjunction with a manifestation (determines who is being affected).
-Archery: Abilities based around using ranged weapons.
-Fighter: Abilities based around using melee weapons and/or being in melee range.
-Stealth: Abilities based on using stealth and trickery to gain the upper hand.
For me, the story has a lot of meaning, as I have a lot of ideas that would be good expansion and future material for the game. The basic story in this game is a kingdom has a new king who wants to begin his reign with a celebratory, first-annual arena tournament in ten weeks time. All combatants must qualify by passing the pre-qualifier fight (which, coincidentally, is how the game begins).
Players start by creating their characters. There will be 4-8 pre-made characters with full progression for players' use, ideas, and also for NPC's. Also, before the initial fight, players must choose whether they play as a single party (for cooperative play), or up to two parties (for competitive play). After the initial pre-qualifying battle, players have ten weeks to travel the countryside, completing quests, trading in towns, exploring dungeons, etc. All the while they will be gaining experience, training new abilities, and gearing up for the Arena Tournament, the winning party being the winner of the game.
That being said, the story lends it self easily into future games and additional material. In the long run, it would be excellent to make a series of it, where afterwards the players continue on some larger, overarching story. Each expansion lending new mechanics, monsters, quests, items, story, etc.
I definitely agree with you, though, Laperen, about it easily becoming too complicated. The game will be designed to facilitate minimum record-keeping, so more time is spent making the fun decisions and developing the characters. You are right about the story. Video games lend themselves to immersing players into the stories, whereas board games are more social in nature and require multiple people (normally). In a setting of 3+ people, you don't want the story to be too in-depth or require too much attention, as each player will have a different level of attentiveness to the story. Some just want to get to the strategy of the combat, others want to just finish as many quests as possible, and others just want to see what items they can buy in the marketplace, others just want to win. So the story will be kept simple, fun, and accessible for possible future material. What I haven't said about the story, yet, is that the king has an ulterior motive behind the tournament. He plans to hand-select combatants to form his new, secret task force, known as The King's Legion.
That game looks really cool, and would be similar in nature to the combat I have been designing. Players will fight in environments with monsters and there will be objects, such as trees, walls, boulders, that will affect Line of Sight and range.
Anyways, hopefully I've given a good elaboration to the game and my intent (probably more than you needed, lol). I really appreciate your feedback.