Hi all,
"Profit and Provenance" saw its second playtest session last night. A group of game designers in the area have gotten together a couple of times, and this time, we decided to attach ourselves to an existing gaming session to try to attract some potential playtesters. This seemed to work really well, although at the specific point that my game was tested, people were involved in other gaming and so we didn't have any but the 3 other designers who regularly attend the playtesting anyway. That was fine, though; I was interested in playtesting my game with 4, to see if it would work.
The results were somewhat confusing.
The last game I had brought was a pirate-themed placement game, and was received dismally. I attribute this in part to some weaknesses of the game, but also (and perhaps primarily) because we decided to start that game at 11 pm, after playing two other new games. The comments that that session elicited didn't, in my opinion, really match up with the reality of the game -- it was chastized for being too complex, when in reality, it's about as mechanically complex as Tikal, say -- and so I attributed some of the negative feedback to "external circumstances", although I admit the game has some bugs.
We agreed that it would be fair if my game was first in the rotation this time, and I thought this would be great, as it would remove those possible external circumstances so we could evaluate it fairly while we were nice and fresh and eager.
We only made it through 2 turns in about an hour. This wasn't really due to a flaw in the game so much as because we were talking a lot throughout the game. My impression is that evaluating too much midstream may be a dangerous thing, and when I started to hear some of the same comments coming out this game that were coming out in my pirate game, I began to seriously wonder what the heck is going on here. I suspect that this game has some bugs, some potentially serious, however, I also wonder if perhaps I'm designing games with the wrong group in mind; one of the more vocal critics of the game said as much, which I found interesting.
I think that people liked the core idea of the game, and enjoyed playing, but there were some concerns. I don't think people cared for the "if you win a bid, you get VP" as it seemed counter-intuitive, and also seemed to doubly reward the high bidder, as he gets an Artifact and some VP. Moreover, it's a sharp dropoff between being first and second, which may only be due to a slight difference in bidding, and since bidding is blind, is it fair that I should get nothing if I played my 6 and he played his 7? To me, the answer is, "I don't know yet; we have to play some more". As we are only just playing for the first time, I'm inclined to try it out more before sitting in judgement. Others in the group seem more comfortable with pronouncing certain aspects DOA, and perhaps this is because they have much more gaming experience than me. (I'm not being sarcastic, BTW -- these guys have definitely played way more games than I have).
One player didn't really care for the Expedition commissioning mechanic -- he felt it wasn't a meaningful decision, and added one extra thing to think about without it being important enough to think about. My response, of course, was, "then don't think about it!" -- I think there are situations where it could be important to be able to control how many artifacts are being pulled from a given location.
We found that the tie-breaker card isn't an important mechanic. Most of us didn't commit a tie-breaker in either turn. The one player who did in the first turn used it to win a tie, but then was involved in a couple of other ties in which it didn't matter anymore. I think the rule whereby ties are broken by who placed first is enough of a tie-breaker. It means you have to get your important bids out early, but there's a risk in doing so that others will shun your auction and give you fewer VP if you win. It also means that there cannot be second-order ties, something that can happen when the tie-breakers are involved. My only concern with this is it introduces a turn order effect in a bigger game.
I think the chief complaint seemed to be that there is a lot to think about, and this is valid. What I was going for was the kind of game I like to play; a game where you sort of play by intuition, and you can have lots of cues as to what factors might affect your decisions. But this game will almost certainly break if played by perfect planners, because there is a lot of stuff that you could potentially think about.
One or two interesting things that happened. One player trailed in points because he kept winning the Black Market (which nets you no VP), yet he assembled a truly impressive collection of Mexico exhibits, having 6 artifacts by the end of the 2nd turn! Yet, because he had already committed his "6" bid card in the bidding round, he could only exhibit 5 of them, depriving him of the chance to get a bonus for a "Group" of an artifact from each of the 4 different sites. Moreover, his exhibit had a value of 21, but he only scored 6 points for it, because scoring is tied to the Bid cards. I'm concerned that scoring Exhibits may actually not be lucrative enough, but I think that as you have more Artifacts, you need to hold your higher Bid cards for exhibiting, and so scoring should go up at that point.
Some proposals that came out include:
-- Instead of scoring Exhibits for each separate location, just have one big Exhibit where you play as many Artifacts as the Bid Card you lay out, and then compare the total value. Also allow ways for sets to be formed with Artifacts from different locations.
Of all the suggestions, I think something like this is most likely to get into the game, as it streamlines the exhibiting process. I'm not sure exactly how to make it work, but will give it more thought.
-- Rather than winning VP equal to coin symbols when you win a bid, you just get VP for the number of players who bid on that Archaeologist. OR, maybe you get no VP. OR, maybe the person who didn't get an Artifact gets VP.
Not sure about this, more testing is needed to know whether it's an effect or not.
-- Instead of commissioning Archaeologists with a Bid Card, just have them get 2 Artifacts every time.
I don't know that this is necessary, I kind of like the current system, but it may not be important enough to merit the need for a decision.
I think the bottom line of what needs to happen is that I need to clearly define what the goals are of the game, and then pull together the mechanics that best achieve that. I think it's clear to me that as designed, the game is a management game, where you have to use your resources in 3 very different kinds of actions, and balance the way you use them to max out your total points. I think most of the systems contribute pretty well to this, but some may be superfluous.
I will no doubt develop the game more and keep you guys posted. I would really be interested to hear your reactions to this session report; I know that without testing, some things will be hard for you to say, but any comments you have would be most helpful! Thanks!
-Jeff
Ok, one last post on this one...
Seth pointed out a while ago that it seemed counter intuitive in a bidding game that you don't have to pay the value of your bid. I was trying to think of how I might accomodate this concept into the game, which is currently more about resource management than "money management". One idea was to have Exhibitions score VPs, which you can then trade in immediately for cash, if you wish, a la Princes of Florence. You would then need this cash to pay out the value of your Bid if you happen to win a bid in the Acquisition phase.
The problem with that is that it adds an extra thing you need to keep your eye on, which may be ok, but right now, I wanted to think of the simplest system, and I think this is it: When you win an Auction, you receive VP for the Gold Coin symbols on the Bid Cards of all other players, minus the Gold Coin symbols on your own bid card. This could have a really interesting effect on the game, but primarily, it accomplishes Seth's concept of "winner should have to pay something", and now makes winning bids "on the cheap" much more important, because the lower your bid card that wins the auction, the fewer VP you're losing. (the only problem being that the lower your winning card, that also means that the lower everyone else's card was, and thus, the less lucrative your win...)
Anyway, I don't think this is a change I'll implement right away, but something to certainly keep in the bag as a possible solution that is easy to implement.
Hopefully, I'll be having a playtest session tonight. I will report!
-Jeff