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Making Trivia Documents

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X3M
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After a lot of play testing. I have decided on making trivia documents. These papers are going to be massive compared to the manual.

All the hints, tips and tricks regarding to the board game, that I ever though of, will be in there.

The first one is going to be on, "Why spend XP on other things than just Damage upgrades?" Because... well, really, new players continue with starting with the cheapest upgrade. I got a bit tired of explaining certain things over and over again.

Other documents will be on:
The best way to compile well balanced armies.
Why the h... do I need that unit for?
The best way to play that mission!

Any advice on the best method of creating such documents?
I also do this, because I have enjoyed making the first document so far.

let-off studios
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WikiPages

I'd suggest you create a Wiki reference for your game. That way, other players, testers, and fans can also contribute their insights. And it's less maintenance for you, I would imagine.

Beyond that, setting up an old-skool discussion board may be worthwhile.

The main advantages for both of these systems - in my view - is that it's a persistent online platform that's accessible 24/7 to anyone who wants to learn more about your game(s), and you don't need to be more of a gatekeeper than you want to be.

X3M
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Yes, you have given me some more insight.

Frustration leads to blindness.

A forum or board would be a great idea! It is, how my project started too. And most games that have hidden complexity, use as well a forum.

A wiki page. I think, I will leave that in the hands of some one else at that point. But that is even a better idea. I guess, I could provide that person with a starting point. Or at least help correct the information that they are gathering.

Might as well be "another" member of the board that doesn't say. Hey! I am the designer of the game. Didn't do that either with WargameX for the fun of it.

***

But for the time being. When they ask the same questions over and over. A FAQ would do?

FrankM
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FAQ

X3M wrote:
But for the time being. When they ask the same questions over and over. A FAQ would do?

FAQ does stand for Frequently Asked Questions :)

A small FAQ like this can be tucked into the manual, though it might be called "Tricks and Tips" or something else rather than FAQ.

But if there are basic questions that really do emerge repeatedly, that points to needed changes in the core rules/manual.

X3M
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A FAQ won't do, seeing the size of some answers

Or at least, not included in the manual.

Well, I was explaining the game to a new player yesterday. And the following issue happened again:

http://www.bgdf.com/forum/game-creation/design-theory/experience-earning...

This time I responded with, you will see. But he rather had me explained of why I wouldn't make that choice that he did.

In those 2 years, reasons have piled up, of why to play a certain way.

And I thought by myself. Why not make an in dept strategy guide on this issue? So, a hints/tips/tricks document came to mind. (Just to throw it at their heads)

Experienced players do know the value of making another choice.

***

FrankM wrote:

But if there are basic questions that really do emerge repeatedly, that points to needed changes in the core rules/manual.

A need to change the core rules?
Occured to me before regarding the XP rules.

I will reconsider it. And perhaps adjust the said above topic about that problem.

FrankM
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Joined: 01/27/2017
Should have been clearer

When I said "changes in the core rules/manual" I meant what is written in the core rulebook, not changing how the game actually works. You'd only change the actual mechanic if you were running into problems in playtesting.

X3M
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Sorry for the

Sorry for the misunderstanding. I won't walk that path then. Unless my friends suggest it too.

It has been suggested back then (2 years ago) to change the distribution of levels. But most players like to milk out the last drop, if possible.

I guess, I can put this in a FAQ.
"Why are the level distributions of XP spending as they are?"

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