Hey everyone,
For a while now I have been working on this game called “Escape from Illeria.” It is a small scale fantasy wargame. One of the neat ideas in this game is that instead of the battles taking place on a single battlefield, they take place on two parallel (the real world and the spirit world). Each real world character is linked to a character in the spirit world.
A problem I have had since the beginning, however, is that there hasn’t felt like enough of a link between the two worlds. My playtesters have often complained that despite the potential of this being a really innovative idea, that the game feels too much like two separate battles. I wanted to get people’s thoughts as to how to improve this. Any ideas?
Here are the things I have done to try to create a link between the real and spirit world characters:
1) When one character dies, the character they are linked to either dies or gets badly damaged.
2) When a character acts in one world, they cannot act in the other (although I eventually abandoned this, because it just was tedious and frustrating).
3) If a character can cast spells in both worlds, they share all kinds of powers.
4) A character in the real world can elect to injure themselves in order to heal their spirit world character (though in a recent game, this rarely occurred; maybe that was bad strategy, but maybe it shows that it’s not often tactically useful).
5) A small number of abilities go from one world to the other.
The problem becomes, if my real world character is an archer, and my spirit world character is a wizard, there are very few things that will actually connect them (really only #1 and #4).
Is there anything I’m missing? Three other nuts-and-bolts things, that might steer your thinking: 1) Each turn, players get 7 actions, which they must divide between both worlds. This means that they are somewhat action-limited, and can only really use half of their characters. 2) Characters in this are class and ability based. Essentially, all characters have the same stats, then they pick a class (which determines what abilities they can get), and then they pick 2 abilities. Thus, I will need to rely on something that doesn’t require a fine-grain point system. 3) There is no way of telling if someone in the spirit world is “close” to someone in the physical world, so I can’t use abilities that require proximity.
Anyways, as I said in the title, this post is mostly because I need help brainstorming ideas. What more can I do? Any thoughts are appreciated. Thanks!
Simon
Thanks for the comments so far. Let's see...
Casamyr: I like the idea of abilities in one world costing you in the other. I'm not sure how I would implement that, but it will be on my mind.
Having hit points linked directly might be a little much. Although, as I said, if a character in one world dies, the other one is pretty screwed up; also, hit points can be sent uni-directionally.
And what I meant by proximity-based abilities not working is that this is a tabletop game, so there really is no way of knowing if a character is "next to" their spirit. I might try to have something where players can utilize the abilities of their other character. The only problem is making sure that who you are is determined more by your class in this world than by your class in the other world (i.e. I wouldn't want everyone's abilities to be determined by their other character).
innuendo: I actually just recently had a friend make a similar suggestion, and I think you have a really good point. This game has evolved in kind of a haphazard way in some regards, and maybe I do need to take a step back and really force things to be more connected.
Back to the drawing board I guess...
Lopaki: So, as the game stands, if you lose in the spirit world, it really hurts your chances in the real world, and if you lose in the real world, game over.
That is an interesting idea, forcing characters to link their actions like that. My one concern would be this: I don't want the game to feel like you're playing the exact same game in two locations. Also, I'm not sure if forcing characters to do the same thing in both worlds would really work (although maybe it would, I could try it at some point...).