Hey all,
Recently joined and my first questions is a mechanics dilemma I am sitting on.
I'm working on a zombie game (I know, I know, novel and new setting the market's just been waiting for!) and I'm trying to keep it accessible and moving quickly. One of the major things I worked on the first few iterations was streamlining player choice. My first prototype featured about 10 unique actions that a player could take each during a particular turn phase. The complexity of the decision making and the evaluation of each action resulted in a 5 person game taking close to 2 1/2 hours. My next version had 3 unique actions, and each action had a safe or risky component that modified the result. This helped speed things up, playtime down to 1/2 an hour, but it lost of lot of the cooler flavor and strategy.
Couple iterations later, some action creep going, and I'm back to wielding the hatchet. One point of feedback that I got from playtesters was that my zombie game had a decided lack of items. This was a negative experience for my testers who more or less expect at least something they could use to bash zombie heads in with. I had items in earlier version, but cut them mainly due to complexity in scavenging items, tracking ammo, and other maintenance tasks that took away from actual player interactions.
Right now, you have 1 main unit, your leader, that has a full set of actions you can tap to activate. One of those actions is "Recruit". A Crew that you recruit typically has 1 action from your list it can do as an activated action, and management of your people resources is the major strategic element of the game. Exhaust too many, and people are likely to die during the night. Don't get enough done during the day, and you'll fall behind.
My question is on which flavor seems preferable to you:
Option 1 - There is only 1 pile, and that pile is "Crew". When you recruit Crew, they sometimes have items on them, and using that crew is using that item. Flavor being anything worth scavenging has been picked up by people at this point.
Option 2 - There is a pile for Items and Crew, and Scavenge allows you to pick from 1. Flavor being you are looking for something specific and you are likely to find 1 or the other.
What things would you look for in the playtests to evaluate whether 1 was more successful than the other? Can you see any other pros and cons?
Thanks for the input.
I am leaning toward the item play mode, and since I have play metrics on previous versions I should be able to whip out the ol' timer and see how much I've hosed my players. Was on the fence about accounting for ammo, but I do agree that tracking resources is not as much fun as shooting zombies in the face with a shotgun, so I'll probably just prototype out that version.
I have an old version of the rules, but this next iteration changes a couple things pretty drastically, so I'll wait to post until I finish up this pass (should be next weekend). Its been 2 steps forward, 1 to 2 steps back a lot of the time, but I'm circling in on the feel and flow that I really want the game to have.