In the early game design, when you are about to make your first prototype and never played the rules, most of the time, there are information that you need to define before playing, but you have absolutely no idea what it is.
For example, you design a war game with various types of units. You know how the rules works but have no idea what values and special ability to give to each units.
You can use information from another game or you could use sequences of number that you trust. But in the general, the solution that everybody suggest is to Improvise.
So you just make up some stats without bothering much about balance or impact on the game and you use this data for your first play test.
Some information is easier to improvise than other. For example yu could improvise numbers by reusing some number sequence or pattern (ex: triangular numbers). But it get's more complicated when you have special abilities for example. And for some reason I do not know, I have a hard time to improvise. (I probably have a too much ordered mind)
So my question is:
Do you have any tricks or tips about how to easily improvise during early design?
I understand that math is very useful for balancing the game. But when you start to balance the game, you are in the middle or near the end of the design process.
But when you start a new game, you cannot spend time balancing stuff, because you do not even know if it will work. You might end up scraping everything you have designed after the first play test.
So you must improvise.
As for the spreadsheet. I am not a fan of excel but I did not know that you could generate random values in cells. That could indeed be interesting to create simulations. I'll have to check some tutorials about randomness in excels.