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Creating the cast of playable characters, trying to keep the balance.

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Willem Verheij
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My game is going to be set in a fantasy kingdom, I'm pretty much embracing the cliche's for the setting and keeping a bit of a fairytale feeling to it.

There are nine playable heroes: Knight, Palladin, Wizard, Elf Druid, Dwarf, Alchemist, Spy, Assasin and Adventurer.

But I do want to give them each their own name and a little backstory to add to the immersion. I also want to make them quite diverse but try and stay true to fairytale themes.

Out of the nine characters, I want to make three of them women. I am still thinking about which ones though. I also want to put a little racial variety in where it fits in this typical western medieval fantasy kingdom.

All of them are either in the direct service or hired by the king to fight the darkness that threatens his kingdom.

A few of them I have the basics figured out for:

-The knight.
He will be a caucasian man in his thirties or fourties, pretty much the King's right hand man and most trusted knight.

-The wizard.
He will be the typical old grey bearded caucasian man in wizard robes, similar to gandalf or merlin. He will be the king's trusted advisor and court wizard.

-The elf druid.
A tanned wood elf woman who lives in the forest of the realm and provides the king with council on matters of nature.

-The dwarf.
A typical stocky dwarf man with an impressive beard, he oversees the kingdom's mining operations, construction and various crafts. He pretty much represents the dwarven workers living in the kingdom.

And for the other five I am still not quite sure about anything.

The alchemist could possibly be a gnome and of either gender. A mediteranean appearance might also work quite well, making him or her a bit italian or spanish inspired.
Someone of at least 40 or such, who already build up quite a reputation.

For the palladin I'm thinking about either a young blonde blue eyed angelic type man or woman, summoned by the king from the local cathedral to task them with purging the land of evil.
Or an older man or woman in their fifties who would be more of a grandmaster figure of this cathedral.

The spy would be the king's personal spymaster, and could be, like the knight, of nobility and quite close to the king. Either gender works just as well for a spy I think, it should be someone who does not appear threatening.

The assasin could come from anywhere. Like the spy they could be any gender as well. I have also considered keeping the assasin gender neutral and appear hooded and masked, with neither the sculpture or artwork of them revealing a gender. And any text written about them could not refer to a gender either.

And lastly the adventurer could also come from anywhere. I'm thinking about someone around thirty or such, seen enough adventure but still in their prime, well traveled and having a rather varied skillset that references the typical hero in stories that kings tend to hire.
I'm leaning towards making this one a black woman.

So thoughts anyone?

Squinshee
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Here we go...

I'm going to be blunt: this mindset is a complete waste of time.

Your previous thread "Using a deck of cards or dice roll with results lists?" was a good one, at least conceptually, because it was about you figuring out how players are going to engage with your game. Instead of spending time thinking about the backgrounds and ethnicities of your characters, you really have to think about what you want players to do FIRST. Games can be created top-down with theme being the inspiration behind mechanics, but your current framework is entirely too nebulous and theoretical.

I know I sound like a broken record, but you MUST figure out what the GOAL of your game is, even if it changes later (and trust me, ALL of your mechanics will change, morph, disappear, transform, and merge together as you refine your design). Don't be afraid of getting things wrong. You should be more worried about spending a great deal of time on things that may not pan out...which is potentially everything.

Case in point: for my first game design, I created about 100+ unique cards before playtesting it once, because I believed the more I added, the more interesting the game would be. I spent a lot of time designing flavorful characters, and then I even spent MORE time giving them cool names.

Once I sleeved two 50 card decks, I sat down to play it...and it was a freakin' disaster. I was crushed and felt like crap.

Through that process, I learned a valuable lesson: the faster you get your design to the table, the better. That means fighting the temptation to add more (let's face it, adding cool new things is alluring because of how much fun designing abilities, cards, etc., is).

Do you want players to compete or cooperate? Pick one, and think of a goal (be the first player to kill the evil king and take his throne; or kill the dragon before it destroys three villages).

How many players do you want your game to allow for? Pick a number and throw together four characters. Name them Assassin, Warrior, Mage, Druid.

You want a board? Throw together a board with some spaces on it with some scribbled names for locations.

You want players to fight? Decide how you want this to happen (maybe it's just roll Xd6's and use characters specific cards to influence your rolls.

You want location specific events? Decide how players can respond to those events (if they even can).

And if you're not sure what to decide on, this is key: follow your gut. You have an idea of what you want, so see it through. If it doesn't work, people will tell you, and then its time for you decide if you change it or scrap it.

And this is important too: everything is subject to change, so it's not worth your time trying to get it right the first time. You won't. You might get a few things right, and when you do, its time to focus on WHY those things are fun and how to build around those...even if that means scrapping ideas you really liked.

X3M
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He's right. First, get the

He's right. First, get the game mechanics done. Before even creating an overkill in characters. Same thing happened to me. And mine was due to one mechanic change. I had to change over 30 designs. And had to throw about 10 away including backstories.

questccg
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Let the designer - design...

X3M wrote:
He's right. First, get the game mechanics done.

Trying to be polite: let the designer decide how he wants to design his game. People spend YEARS, like over 5+ to develop a Universe before even considering what kind, if any, games they design around it.

No harm in exploring the theme... I often work on theme early. To understand how it will affect the game, etc.

Squinshee
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Yes, you can, and many have

Yes, you can, and many have successfully, started with the theme, and build entire worlds and characters before creating the game and the mechanics.

However, game design and world-building are entirely different skill-sets. If you take this approach having never made a game before, you're creating an intense uphill battle for yourself. You're forcing your game's design through a fixed lens that may be entirely too restrictive. What if your conceived game mechanics are a blast but end up being totally off-theme? Do you scrap those fun things in service of the years spent building a narrative? That's a position I never want to find myself in.

Game design is an art, a brutal, challenging art, that takes a lot of failure to get to the end. People may read low-quality books, but an unfun, broken game will never be liked. If you start with an overly-scripted theme, you're inevitably going to go through some intense heartache.

It's best not to get emotionally attached to you designs, because they most likely suck at first.

ElKobold
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Squinshee wrote: Personally,

Squinshee wrote:

Personally, I usually design from the theme.
Yet I`m with Squinshee on this one.

Figuring out the characters usually comes late in the design process, when the basics of the game are more or less set.

How can you design your characters without knowing all the "moving parts" of your game?

X3M
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questccg wrote:X3M wrote:He's

questccg wrote:
X3M wrote:
He's right. First, get the game mechanics done.

Trying to be polite: let the designer decide how he wants to design his game. People spend YEARS, like over 5+ to develop a Universe before even considering what kind, if any, games they design around it.

No harm in exploring the theme... I often work on theme early. To understand how it will affect the game, etc.


That is why I said, no overkill. Because, when something is off, after 3 years. I know how much it will hurt. Especially when a lot is attached to it.

Sure have some thematic things in mind to get the impression of how it might evolve. But simply, don't do an overkill on theme just yet. That is what I had in mind. A bit, but not all.

True that it is up to Willem to decide. And I only wanted to share my oppinion based on my own experience.

Zag24
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Let me jump into the middle

Let me jump into the middle of this fray.

To the OP: What are YOU looking to get out of this process. If you want to design a game that you could sell, or that your friends will want to play, then Squinshee is right -- start playtesting early and often, with as little as you can get away with that is moderately playable. Flesh out nothing that you don't absolutely need for the playtest. Start with solo playtesting, where you just act as all the players one at a time, and you'll be amazed how much you change even with that process.

If, on the other hand, you're really just enjoying the process as a hobby, and you don't really expect to do much with it even when it is "done" then do the parts of it that are fun at the time. If you enjoy the process of fleshing out the characters, then go for it.

By the way, I've done both of these, quite intentionally. That is, I spent a long time fleshing out stuff when I knew I'd probably toss a lot of it after playtest, but I was having fun. And it was painful to toss it. I try very hard, now, not to listen to that siren's call, because I know that I am likely to hang on to something that isn't really working, only because I spent a lot of time on it already and there are parts of it that I really like.

To your original question, and your unasked question: If you're going for the cliches, then you really have to go over-the-top with it and make them pure tropes, but then give each of them a weird quirk. Otherwise it just seems stale. Make your super macho dwarf the classic dwarf, with a bad Scottish accent and all, but then make him phobic of birds or bunnies or some such.

Willem Verheij
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I've always been a

I've always been a storyteller of sorts.

Which generally starts with the protagionists, working out a short background for them will help me with the lore and the goal for the game.

I plan for a three act structure in the game's goals, like in a movie.
Third act will involve the enemy, likely an evil sorcerer or a black knight, their lair getting revealed and placed on the board which makes that area more dangerous and has other negative effects.
I'm still working on the first two acts which will likely first involve investigation to determine what evil plagues the land, and the second act would be finding out the location of its lair.

Once I have a bit more about the mechanics of these three acts I will start a topic about the goals since at the moment I simply dont have enough yet for this to ask for advice about.

I'm quite certain that I will stick with these nine heroes since their skillsets are quite varied. It's likely that only four at most will be used in a game, but I like to develop it with all nine in mind since thats the amount of heroes I strive for in the final game.

Changing characters or outright dropping them is part of writing so I am used to that possibility. Its simply hard to write a story without knowing the protagionists, at least to me it is. I like to picture them in the situations I create in the game.

I'm developing it mainly as a hobby thing, I keep having ideas for lots of things and for now I just like to see how far I can take this.
I don't have acces to playtesters and little confidence in my ability to make a full prototype since I am terrible at crafting things.
Eventually I plan to look for someone in my enviroment to team up with who has acces to playtesters, but I need to have something worthwhile first.

To me that is both the mechanics as well as the story.

But yes, I'd like to hear thoughts about the topic at hand. Once I have gathered several possibilities to handle the goals, I will present that in another topic.

questccg
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Nine characters is ...

IMHO nine (9) characters is a LOT. Perhaps if some of these characters were NPCs (Non-Player Characters - means AI controlled or in your case a PART of the story but not the main focus) then I could understand you including them at various points of the story.

And to be honest - I have never seen this in a Board/Card Game: NPCs.

The idea is to have a character (non-player) join the group for a certain amount of time. For example until a Quest is completed:

  1. Save the Princess
  2. Find a lost treasure
  3. Recover wealth from some monster

I think this list can GROW... And once that Quest is completed, the NPC leaves the party (and on to his own pursuits). It's cool because you can have the NPC that helps your party in different ways...

Perhaps the NPC depends on the Quest itself... That could be one way!

Anyhow this is something to think about. Something I have not seen... in an adventure game (dungeon delving, etc.) I have seen it many times in RPGs, but not a Board/Card Game.

Best of luck with your game!

Willem Verheij
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What I'm going for has some

What I'm going for has some similarities with A touch of evil.
That game comes with eight heroes, I believe all flying frog games have that in the base game.

They will probably vary a bit more though in comparison. And I wouldnt plan on adding much more in expansions. Maybe just one or two in total.
To compare, A touch of evil has 24 heroes in total with all expansions.

questccg
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Ok so now I understand...

If you are basing your design on another game - you may want to stop and reconsider. Yes borrowing mechanics is a must - we didn't just invent them.

But when you look at the sheer "magnitude" of a game such as "A Touch of Evil"... You should stop and think: "Am I trying to make a copy of the game?" If the answer is NO, "Well I should be creating a different game."

And what that means is creating your own numbers.

Do you think designing a game with over 220+ cards is a good idea? Maybe you should aim a little lower and be more realistic.

To me it sounds like because "Game X" has eight (8) heroes, I can do nine (9)... Are you actually designing a game with over 200+ cards? Is that your goal??? If it is - expect the time & effort it will take to design such a game to be "voluminous"!

It's a good thing if you are in it - for the long run.

But to me it sounds a bit like "let's copy A Touch of Evil..." Perhaps I am wrong. Correct me if I am.

Update: You don't want to copy a game that is GOOD, you want to copy a game that is BAD - so yours can be BETTER. Going in the opposite direction is strongly discouraged... (From good to bad)

Willem Verheij
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What I am borrowing from A

What I am borrowing from A touch of Evil is pretty much the part of choosing a named hero with their own strenghts and weaknesses and take them on adventures in the enviroment that has different locations.

Something no doubt plenty of other games have as well in some form.

My game is definatly going to be a lot different though, the hero starts prepared on their journey and isnt spending their time gathering gear and allies which changes the whole dynamic straight away.
I am also opting to not go with cards, but please, can we keep it more focused on the topic at hand?

I prefer to talk about different aspects of the game I'm working on in different topics to keep it all more focused.

Squinshee
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Willem Verheij wrote:I am

Willem Verheij wrote:
I am also opting to not go with cards, but please, can we keep it more focused on the topic at hand?

I prefer to talk about different aspects of the game I'm working on in different topics to keep it all more focused.

When I visit a website called "Board Game Design Forum," I don't really expect to be engaging in character/world creation in a vacuum.

If your question was...

My game is set in a futuristic alien world, has a randomized board that players move units on and battle each other. I have this one unit that does this vital yet mechanically strange thing, how would you theme it?

...I'd have something to work with. In your case, I have nothing to work with.

Willem Verheij wrote:
My game is definatly going to be a lot different though, the hero starts prepared on their journey and isnt spending their time gathering gear and allies which changes the whole dynamic straight away.

Games usually build - players start with a little, and as the game progresses, it becomes more complex, with more choices for you to make, which are usually made in relation to prior choices. If your heroes start the journey prepared, what's the gameplay progression? If players have everything from the start, what makes each session different? Won't playing as the wizard each time be somewhat of an identical experience?

Or, the game is varied enough in its layout that the fun is figuring out HOW to play the wizard faced with different challenges.

Willem Verheij
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I gues this isnt going to go

I gues this isnt going to go on topic.

While the players start with a prepared hero, their inventory is limited. They start with their pool of resources to draw on which is fitting for their role and putting those assets to good use is the challenge.

Likely gold rewards will be involved that allow for healing services or health potions to be purchased. There will likely be a few special magical items that they can aquire that can be used by all, but I'd want to keep those special and really a big deal if you have the good fortune of getting one.

Each hero does have their own pool of equipment and servants to draw from. They can send their servants on less dangerous tasks and they all tend to have one servant who can use some equipment too which can make them more helpfull but you only have one of each item.

Servants can die, and equipment can be lost in some ways however. Might possibly be a pawnshop where you can get your lost items back, but servants stay dead.

The hero gets more inventory slots than their servants however. All heroes could get, say three inventory slots while their main servant could get two. Or depending on the hero they might get two servants that each has one inventory slot.

I intend to keep all that info on the character sheet which would contain the stats of the hero and their abilities, and their inventory slots would be represented as squares where the tokens of these items can be put on.
The servants their stats, abilities and invantory slots would be shown here too right next to their master. Their items not in play that are stored in their starting area will likely be placed on a location on this sheet as well.

Either way I am really looking to mix things up and not start the game with a grind. These heroes come fully prepared since most are fighting for the kingdom they live in.

The knight for example has a squire and several guardsmen as his servants. The squire is a weaker version of himself kind of, and the guardsmen are meatshields pretty much.
He also has a horse, a shield and various situational weapons that deal extra damage only to specific enemies.

The spy on the other hand, plays quite differently.
She does not get a weaker version of herself as a servant, but has various informants and contacts like a pickpocket, courtesan and other less dangerous servants. The spy can also use various hidden passages to travel quickly across the board.
Information and being at the right place at the right time is her speciality.
She packs less of a punch than the knight however, and can't really rely on servants to do much fighting but is great at misdirection, bribing and other means of subterfuge.

For now I do focus on the team game, but in a competitive game the spy would find the targets easier but would have more trouble fighting enemies while the knight would be better at fighting but not as good at finding out where to go.
Together they would make an exellent team however.

And like that, I plan to give each hero their own little field of expertise and resources that can help the group as a whole, while also allowing them to be self sufficiant in either a competitive or solo game.

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