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Beta Test for New Fantasy Boardgame

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M_A_Snowden
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Joined: 12/31/1969

I've just put a new fantasy boardgame up online for public beta testing, in the form of .pdf files the user prints out. The game is called Venturers in Argent, and is at the site:

http://www.worldofargent.com/

Being new to this, I'm wondering if there are any known problems or pitfalls connected with doing a beta test online. The design has been pretty well alpha tested, but as I said, this beta is new territory for me.

M.A. Snowden
www.worldofargent.com

Nestalawe
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Beta Test for New Fantasy Boardgame

Welcome to the site!

The game looks gorgeous, and has great design!

As you want to Beta-test the game, you may want to produce some sort of feedback forms. If the intention is to test the game further, you need some way to gather any comments, advice, problems found, etc etc.

What is your aim for the game? Will you look to produce hardcopy versions for sale, to sell as pdf's online, or to keep it free?

Nestalawe'

M_A_Snowden
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Beta Test for New Fantasy Boardgame

Thanks for the welcome!

The feedback form idea - yes, that's a very good one. I should figure out how to do something like that. I've also started a Yahoo e-mail list / discussion group, but haven't done anything with it yet.

Of course it would be great to actually have hardcopies published, but I would have to find a publisher, because doing it myself would be beyond my resources (escpecially with the demand for top quality components these days - the "German" games have really raised the bar). I would still like to keep a free version online, though, as a marketing tool (try before you buy!). I think that would only help sales, not hurt them, because anyone really interested in the game would want quality components, in color, without the do-it-yourself aspect.

Thanks again for your kind comments and ideas - this is a great discussion board!

M.A. Snowden
www.worldofargent.com

Nestalawe
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Beta Test for New Fantasy Boardgame

Hey!

True, I did notice the Yahoo Group after I posted!

But definately some sort of feedback form would be useful, something clear and easy to fill out with easy directions on how to get it back to you.

Do some searching around these forums, as there are all sorts of threads discussing playtester feedback forms, what types of questions to ask etc etc.

Good Stuff!

markmist
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Joined: 12/31/1969
Beta Test for New Fantasy Boardgame

I took a look at your files and I am very impressed by the quality - it looks very professional. Where did you get the inspiration to create an entire world and backstory for a boardgame? I am guessing you are a RPGer at heart. I know that I wouldn't have the patience or time to do this.

Can you give a rough estimate at how long the game would take to play? I think that would be useful info before someone decides to take the time to download all of the material and print it out.

M_A_Snowden
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Beta Test for New Fantasy Boardgame

Half RPGer, half boardgamer, and all mad scientist designer - that's me! But I guess that might have been the inspiration for the game, really, trying to combine the RPG and boardgame aspects. We will have to see whether the result is a monster or not!

You're right about the backstory, it's something I've been poking around with, off and on, for some years. The present boardgame adaptation is a relatively recent development.

Thanks for the point about letting people know how long it takes to play the game - I will have to post that. A typical session seemed to last about three hours in alpha testing.

Thanks again!

M.A. Snowden
www.worldofargent.com

M_A_Snowden
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Beta Test for New Fantasy Boardgame

As a result of the kind suggestions made on this forum, a feedback response form has just been put online for the Venturers in Argent fantasy boardgame. It's at:

http://worldofargent.com/feedback.htm

If you've taken a look at the game, it would be very helpful (and greatly appreciated) if you could fill out the form. And once again, thanks for all the help I have received here!

M.A. Snowden
www.worldofargent.com

jwarrend
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Beta Test for New Fantasy Boardgame

I had a chance to skim through the rules. I have to concur with the others, the visual presentation is excellent and the world and backstory seem very well thought-out.

Unfortunately, unless I've missed something major, it seems like the story doesn't really come through in the gameplay very much. It seems like you would just kind of wander around, bump into some encounters, go into the dungeon/mine/castle, do whatever you do in there, and go home. But it doesn't seem like the game gives the players a clear motivation for why their characters prefer one destination over the other, and it seems that the encounters, while somewhat determined by your locale, are not much less randomly determined than if you simply had a deck of encounter cards.

To me, the biggest missed opportunity is the lack of development in the different cities/territories/races. It doesn't seem like you'd have a strong feeling of being in one place as opposed to another. I wonder if there isn't a simple way to achieve this more effectively. Perhaps you could give each race 3 or 4 attributes that each affect the game in some way. For example,
Generosity
Knowledge
Magic-aversion
Bargaining

and then give each race a different rating in each category on a 3-point scale. That would give the possibility to create 81 different races. The key is really how you structure the categories and their interaction with the game. For example, maybe you'll go a little out of your way to visit the Kardane because of their broad knowledge, but you incur some risk in going there because they are very suspicious of magic and your party includes a powerful wizard.

In other words, I think you've focused too much on the micro-scale issues like character stats, encounter resolution, etc. I think that if you take a step back and try to make the world feel a bit more impactful on the mechanics of the game, and give players a little more reason to feel like they should want to go to Point X instead of Point Y, it will really help make the game more three-dimensional.

Just some impressions after reading the rules. Hope this helps!

Good luck,

Jeff

M_A_Snowden
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Beta Test for New Fantasy Boardgame

jwarrend wrote:
I had a chance to skim through the rules. I have to concur with the others, the visual presentation is excellent and the world and backstory seem very well thought-out.

Hi Jeff!
Thanks for taking a look at the game and taking the time to comment. I greatly appreciate it!

Quote:
Unfortunately, unless I've missed something major, it seems like the story doesn't really come through in the gameplay very much. It seems like you would just kind of wander around, bump into some encounters, go into the dungeon/mine/castle, do whatever you do in there, and go home. But it doesn't seem like the game gives the players a clear motivation for why their characters prefer one destination over the other, and it seems that the encounters, while somewhat determined by your locale, are not much less randomly determined than if you simply had a deck of encounter cards.

I suspect we may accidentally be talking at cross purposes. Your description of the game is actually pretty accurate, and it's true the backstory is important in providing its setting (thanks again for your kind comments about it!). However, the game is not really about the backstory.

The real story? Well, one could mention another one, that was about some guy who wandered around, bumped into encounters, did whatever he did there, and then went home: aka "The Odyssey". Or, for that matter, "There and Back Again", aka "The Hobbit". In each case, what really mattered was what happened along the way.

Now, I would hardly put my game in the same class, to say the least. My only point is that an actual playing of the game might reveal that, again, the whole point of the exercise is what happens along the way. Yes, to a large extent encounters occur randomly (though choice of route can certainly affect this), but their resolution is by no means simply random. In fact, the game is to a significant extent (but not totally) one of resource management - decisions must be made as to the use of limited spells and Mighty Deeds. A careless approach can easily end in disaster.

I hope that makes things a little clearer; I think you were seeing one thing where I was seeing another, for the simple reason that we were looking in different directions. Again, I appreciate your observations, enjoyed reading your well thought-out suggestions, and thank you once again for taking the trouble to comment - it is always illuminating to hear what people have to say!

M.A. Snowden
www.worldofargent.com

jwarrend
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Beta Test for New Fantasy Boardgame

M_A_Snowden wrote:

Thanks for taking a look at the game and taking the time to comment. I greatly appreciate it!

My pleasure. As I said, the visual presentation is so great that it's one of those games that makes you want to like it even before you know anything about it.

Quote:
I suspect we may accidentally be talking at cross purposes. Your description of the game is actually pretty accurate, and it's true the backstory is important in providing its setting (thanks again for your kind comments about it!). However, the game is not really about the backstory.

I think that's quite accurate. But in reading the game, realizing this was a huge let-down, given how articulated the world seems to be. You've apparently invested a ton of work in the backstory, but it has no impact on the game whatsoever; why then are we given the backstory in the first place?

Quote:
Or, for that matter, "There and Back Again", aka "The Hobbit". In each case, what really mattered was what happened along the way.

Yes and no; the narrative of the Hobbit obviously is leading up to a specific accomplishment (the recovery of the dragon's treasure), and also intersperses snippets of a larger story (the discovery of the ring). But I think that what works so well in the Hobbit and that seems lacking here is the specificity of the characters that you encounter, and we can zoom out to Tolkien's entire world to see that -- we get the sense that elves are different from dwarves are different from people, and moreover, the elves of Mirkwood are different from the elves of Rivendell are different from the elves of Lothlorien. Now, granted, this is way easier to accomplish in a book than in a game, but I think that there are probably simple ways that you could more strongly model your races, your cities, and your encounters so that players get a true feeling of place.

Quote:

Yes, to a large extent encounters occur randomly (though choice of route can certainly affect this), but their resolution is by no means simply random. In fact, the game is to a significant extent (but not totally) one of resource management - decisions must be made as to the use of limited spells and Mighty Deeds. A careless approach can easily end in disaster.

I agree, it's clear you've put a lot of thought into the micro-scale of the game, and I bet it would be fun to play.

Quote:

My only point is that an actual playing of the game might reveal that, again, the whole point of the exercise is what happens along the way.

The concern I have is that I don't think that what happens along the way will differ much from game to game except in degree. I should back up and confess that I haven't really played any of the dungeon crawlers that are out there so I don't exactly know what makes them enjoyable or not. But it seems to me that games like Runebound or Descent offer a very similar experience of being able to go on an adventure, encounter some bad guys, advance their skill levels, etc. I think the real potential for differentiation for your game comes in the potential for characters to feel like they are exploring and experiencing the broader world you've created. I think it's a missed opportunity to not try to incorporate it.

I guess I just feel like I'd want to say after a session "that was fun to explore the mountains; next time, let's try to sail along the coast of the inner sea and check out the towns there, or maybe pass through the great forest into the Barbarian lands", and have the differences be more consequential than just setting you in a different column on the encounter table.

Out of curiosity, how far along is the game? How long have you been working on it, and how much has it been played? It has a close-to-done feel, so perhaps my suggestions are more back-to-basics than what you're really looking to consider at this point...

-Jeff

M_A_Snowden
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!

jwarrend wrote:
this was a huge let-down, given how articulated the world seems to be. You've apparently invested a ton of work in the backstory, but it has no impact on the game whatsoever; why then are we given the backstory in the first place?

Well, of course because it already existed, and adds something to the feel of the game, without actually adding any complications. I am sorry you were disappointed ... but I must confess I am also gratified that you liked the backstory well enough to be so disappointed!

Quote:
I should back up and confess that I haven't really played any of the dungeon crawlers that are out there so I don't exactly know what makes them enjoyable or not.

Ah, yes, I can see why the game wouldn't be your cup of tea. I know what you're talking about; for some reason I don't care for most card games, and couldn't really say why. Just a quirk of taste, I guess.

Quote:
But I think that what works so well in the Hobbit and that seems lacking here is the specificity of the characters that you encounter

That almost sounds more like a roleplaying game, but do not despair! Many other things will come out of the World of Argent, perhaps an RPG, perhaps even a strategic level game of nations (something llike the old Divine Right), and perhaps even more yet.

Quote:
It has a close-to-done feel, so perhaps my suggestions are more back-to-basics than what you're really looking to consider at this point...

Actually, for what it is, it's pretty much what I want it to be. Some tweaking can be done, of course, but probably nothing too major.

I must say, this has certainly been interesting - thanks again!

Nestalawe
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Beta Test for New Fantasy Boardgame

Hey!

I agree with Jeff in that there should definately be a strong feel of the world inthe game. I haven't played it, but there is obviously a very richly detailed wold there that should be utilised, players should feel immersed in the game world, and every game/adventure should be different.

Because the world is so rich and gorgeous, players should really feel they have been to the places as described in the background and the map, they should fight the creatures local to the areas they are wandering though, meeting the inhabitants and gaining favour/distrust from the locals depending on the races and natures of the player's characters.

I think the hard thing is to be able to keep this all within the bounds of a boardgame! In effect you are creating a boardgame version of a rpg, so you need to look at what the core excitement of a rpg is.

I agree that there should be location specific encounters, creatures, locations and effects. Adventuring through the Elvish lands should feel very different to wandering across the Dervish lands.

Maybe a manageable way of developing this would be to focus on one 'Empire' at a time. Each extra Empire could act as an expansion to the game. So a player investing time/energy/cash into the game could begin playing with one empire, then they could print out and make the bits needed for an adjacent empire and build up from there. As the players develop, they would want to travel more etc. Some areas could also be a lot harder than others, adding to a Campaign feel to the game, with players starting in the safer areas, then travelling into the more difficult places.

Maybe it would be worthwhile thinking back to what the core goals of the game design are. My initial impressions were that the players are exploring and adventuring, discovering interesting things and developing their characters. Also that the main focus of the game was buliding up a story around the actions of the characters and the places they explore. But for this to be truly enriching you really need to make all the different places unique and true to your game world. Each game needs to be different and engrossing, and players need to discover and do new things each game. One way of doing this is for the characters to be able to make a range of decisions, and as you mention, manage their resources, but it is also about the players immersing themselves in this world, imagining where they are and having unique adventures each time...

On another note, it would be very cool to develop your world and map into a nation level strategic wargame, let me know if/when you want to start working on that one ;)

Keep up the good work!

jwarrend
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Re: !

M_A_Snowden wrote:

Well, of course because it already existed, and adds something to the feel of the game, without actually adding any complications.

But does it do that for you simply because you are the creator of the world? When you playtest the game, do the testers that aren't previously familiar with your world express a similar reaction? Do they feel like they have been wandering around a real world, as opposed to a generic fantasy setting?

Quote:

Ah, yes, I can see why the game wouldn't be your cup of tea. I know what you're talking about; for some reason I don't care for most card games, and couldn't really say why. Just a quirk of taste, I guess.

Actually, I don't actively dislike dungeon crawls, I just don't have experience playing them, and couldn't say whether people who do like such games would like your game or not. But it's almost certainly such people you have to appeal to you, so my comments may not be that useful in the long run. Still, I don't exactly see the clear points of differentiation between your game and something like Descent or Runebound. I'm certain that there are mechanical differences, but what does your game offer from a player experience standpoint that those games fail to provide?

Quote:

Actually, for what it is, it's pretty much what I want it to be. Some tweaking can be done, of course, but probably nothing too major.

I don't think you'd actually need that sweeping a set of changes to accomplish a stronger connection with your source material. It seems that with a few tweaks -- adding mechanics that make the different locations/races meaningful, taking Nestalawe's excellent suggestion to have players "make a good or bad impression" at the various locations, etc -- you could really leverage your source material pretty effectively.

-Jeff

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