OK, so following a really fun and interesting evening of brainstorming with a couple of other chaps on Facebook, I have got a game burning its way through a corner of my brain. The basic idea is for a cooperative game where you are forced to attack people, but you can only win if you aren't too successful.
A summary of the discussion and my initial thoughts is here on my blog.
More thinking on this got me to planning a game set in a world based on mythical Greece, with players controlling rival city states. Again, i have blogged on this here.
Now I'm trying to put together an initial prototype. I'm usually pretty good at getting something very basic up and running, but right now I am struggling a bit. Basically I need to get an initial set of cards (it doesn't need to be enough to play an entire game) so I can at least try a few turns, and I am going very slowly at the moment.
The idea is that cards each have a couple of options on them and when you play them, you choose one of the options. Some of these options are simple and uncomplicated, but on most cards one option is a demand from the people of your city (we want games, we want to attack those people who offended us, etc) and the other is from one of the gods (build me a temple, offer me this sacrifice, etc), and whichever option you don't take may cause you problems. So ignore the demands of the gods and you increase divine displeasure; ignore the people and you increase unrest; both of these may be shifting you towards defeat.
At the moment I partly needed to just start explaining this to people who may reply, but I also need to hear questions, suggestions, etc. I am finding it hard to pair up actions onto cards and decide what mechanisms are needed to fit in with them.
If you have read this far, I would *really* appreciate any questions at all, or comments along the lines of "it would be neat if you could..." to push me along the way.
Thanks for reading. If you can help me get over this little bump in the road I would be forever in your debt.
- Rob
Hi Questccg, thanks for reading and commenting.
Yes, there are basically 2 categories of demands, and some might be problematic and some not, but one of the problems to worry about is that if you choose to appease the gods you may be annoying the people, and so on. Sometimes you'll get down to a point where you might have to just send an army to attack your neighbour even though you will be losing troops and causing them to develop a grudge against you because the people are getting bellicose and if they don't see some blood being spilled it might get a lot worse domestically.
Now I'm not sure if basic actions like producing commodities, building locations or forming armies should be put onto cards to choose from or that should be totally separate and the cards are just used for demands. Now I type that in, I am starting to think that possibly you should have a few standard actions you can do each turn and must achieve one of the demands on a card that you hold each time. Or you can probably just discard a demand card and take a "displeasure" hit for both gods and people.
I think your hierarchical approach to breaking down the options on the cards is interesting and could be useful. I think I might need to figure out more of the basic mechanics to do that though.