Hey there everybody,
I have been toying with the idea of making a tile-laying game centered around Japanese Kabuki Theatre. I'd like to use this thread as a sort of sounding board to bounce my ideas off of, until I can distill things down to a working game. I'd really love to hear some input from you guys, mainly about the following:
Is this idea original (enough)?
Do you think it would make for a fun experience ?
Is it obviously lacking something ?
Does it have enough elements? Or maybe far too many?
Any other suggestions.
Before I go into the mechanics as a whole I'd like to give a bit of background why I think this would be a very fun idea. The thing I thoroughly enjoy in (modern)Kabuki theatre is mainly the fast changing sets. This is usualy done by either: A rotating stage (showing two different scenes) or with platforms that ascend/descend (again showing different scenes). I think that incorporating this element to a tile laying game would make for a really nice visual presentation. One of the things I enjoy in gaming is ending a game with the feeling that I've built something. Exactly that feeling is what I want players to take away from this game.
With that out of the way, let's look at how I envision to accomplish this goal.
Each player has his own board in front of him, representing his initial stage/scene. The aim is to fill this stage with tiles, depicting several things:
Decor
Actors
special effects
Each of these things should offer different benefits (which I have yet to work out). What I'm thinking about is diffent prestige/money rewards for different combination of tiles.
After each round of play, I'd like there to be a phase where the players are able to adjust their stage by adding new sets/scenes. Here comes the tricky part: I'm looking for a mechanism that will showcase the quick chaning of scenes prevalent Kabuki. I could really use some input on how you guys would try to incorporate this feature in the game.
Another important factor in any tile laying game is off course the acquisition of the tiles themselves. For this I think I have a pretty nice idea. The start player draws an X amount of tiles from the bag (depending on the amount of players) and divides them into groups which are equal in number. The next player in turn order picks one of the groups and can purchase tiles from that group and so on, so that the player who divided the groups gets last pick.
One thing I've yet to work out in it's entirety is how I want scoring to work. A couple of things I've figured I wanted are the following:
Scoring between each round (both points and currency).
Scoring for different things each round (think Isle of skye)
Combo's coming off of having different 'complete' sets.
End scoring
That's basically all I have at this moment, but I think it's at least something to start from. The first thing I want to figure out is what I can do to make the whole visual aspect of the game shine.
Any thoughts or ideas are more then welcome, so please let me know what you guys think.
Thanks in advance,
Danny
Hey guys,
I'd really like to thank you all for the input, it's helping form my vision of where I want this game to go. I'll take some of the comments and add my response.
From Squinshee:
On your first point I agree that it might induce AP in certain cases. I've been thinking of other ways for the players to interact (I'll touch on some of these points later.
I really like the idea about the different 'acts' and will use that in some way. Maybe in the first act, you introduce the actors/characters. These could function as a way to gather resources. Maybe each player could start with a lead actor, (drafted) who gives abilities/ scoring possibilities.
It wasn't my attention to have players simply collect sets, players should be rewarded for having interesting combination of tiles in their display.
From Arcuate:
I like interaction in games, but I don't inted this to turn out to be a 'srew your neighbour' game. Competition for tiles and possibly bonuses/resources should be fierce, but I think the interaction should stop there.
I like the idea of the physically rotating stage, but I'm not to keen on the central board for tile-play. Maybe each player board could have this rotating mechanic and maybe I should limit it to two different 'scences'.
I'm quite sold on the act Idea. Some games have a mechanic (signorie comes to mind) where whether to go for a round bonus or not is an important decision. Do you try and reach each round's goal (maybe using sub-optimal decisions) for a small bonus or do you build towards a great ending.
Like I said, apart from choosing (and paying for) tiles, Maybe there could be a draft for initial characters/lead actors. An other mechanic I like is giving the player the option in a phase where 'rewards' are collected to either choose between points or resources.
I'm not a stellar artist myself, but I'm blessed with a couple of friends who create very nice things. I've approached a couple of them with the idea, and one guy looks to be onboard with helping me out.
From tedthebug:
The game is not envisioned as a 2 player game, but I like the idea of a board rotating between 2 players.
I really wanted to shy away from worker placement as a mechanic for this game, but I have been thinking of adding additional ways for the players to interact with one andother.
If any of you have additional input, I'd be more then happy to hear it.
kind regards,
Danny