Skip to Content
 

Whats in a name

20 replies [Last post]
Dralius
Dralius's picture
Offline
Joined: 07/26/2008

I'm considering the possibility of self publishing one of my own games.

Tabloid reporters compete to get the best photos of the shy ghosts at Moribund Manor. Spirit chasing board game for 2-4 players ages 10+

Its titled Poltergeist Paparazzi but a friend of mine thinks Paparazzi Poltergeist sounds better.

Any oppionions?

Stormyknight1976
Offline
Joined: 04/08/2012
Whats in a Name?

Paparazii Poltergeist sounds better. Or how about Celebrity Ghosts, Not even the dead can get a break. I know its a little long but its a manor. You might have fake celebrities that used to live in the manor for social visits or celebrity parties?

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
I'll be working on the flavor

I'll be working on the flavor part of the rules some more but this is what i currently have.

The Ghosts – Unfortunate members of the moribund family that have perished in the house over the past century.

Red – Little Merry Moribund: The sweetest child star of the silver screen, yet not so sweet off screen. She perished when the suite of armor in the front hall she was told not to play with fell on her.

Yellow – Juniper Moribund: Juniper was a genius with a sauce pan and her restaurant was the talk of the town. Unfortunately she was not a genius when it came to reading. While working on a new recipe she mistook rat poison for spice.

Brown – Castineta Moribund: Her pirouettes and leaps enthralled the ballet critics. While showing off for the press the great chandelier in the ballroom brought her performance to an end.

Black – Wallace Moribund: Was a respected yet reclusive playwright spending weeks on end in the library writing, reading and smoking his pipe. Died from an infected paper cut he failed to mention to anyone.

Green - Richford Moribund: Aerial acrobatics, Lion taming, expeditions down the Amazon; nothing was too daring or deadly for Richford. Not at least until he met up with the loose step in the cellar.

Blue – Uncle Roundfellow: No one was as funny or a glutinous as Artie and despite not being a Moribund by name the family curse caught up with him when he choked on a chicken at dinner; the whole chicken.

Stormyknight1976
Offline
Joined: 04/08/2012
The ghosts backstories.

These are good backstories. I laughed. I think you have an interesting concept game.

JustActCasual
JustActCasual's picture
Offline
Joined: 11/20/2012
Poltergeist Paparazzi is

Poltergeist Paparazzi is people taking pictures of ghosts. Paparazzi Poltergeist is ghosts taking pictures of people. Word order matters.

Have you thought about trying to get Atlas Games to publish this? It seems similar to Gloom in flavour: maybe they want to expand the franchise?

BubbleChucks
Offline
Joined: 06/07/2012
I agree with JustActCasual -

I agree with JustActCasual - the word order matters and his evaluation of the different connotations associated with the word placement are correct.

You could throw around some other names - Poltergeist Paparazzi is a bit wordy and elaborate in my opinion (its almost a tongue twister).

Celluloid Spirits
Haunting Pictures
FLASH!
Positive Proofs
SNAP TRAP!
Residual Echoes
Fatal Flickers
Rest in Pictures
Encore (Encore in Ectoplasm)

Celebrity Screams (Silver Screams would have been nice, but only one one the spooks is a movie star).

or a variation on Say Cheese (not sure if its only in England where photographers use the phrase to elicit a smile).

Scream Cheese!

Loving the theme by the way, very original. Although the idea of Paparazzi is that they tend to act as ghosts a little themselves, lying in wait to pounce on unsuspecting celebrities. Having them turn up at a singular location where everyone is present, and to a large extent restrained, seems a little off.

With the great back stories couldnt the players move around a town snapping the ghosts, being that each character lends itself to a town location?

abdantas
Offline
Joined: 11/13/2012
location location location

Maybe if he turns the location from a Manor to a hotel? then you could have him moving around the hotels and it would lend itself really well to the concept. I like the name FLASH! or SCREAM CHEESE! it's very catchy, and it's a nice play on words from SAY CHEESE! Although SCREAM CHEESE might be a little scary if some of the younger kids want to play, but then again it is for 10+

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
BubbleChucks wrote:With the

BubbleChucks wrote:
With the great back stories couldnt the players move around a town snapping the ghosts, being that each character lends itself to a town location?

Strangely enough this is the game except they move around a haunted house. The room they died in is the room they start in. They are moved either automatically as the night goes on or by the players, using cards, to get them in position for photos either singularly or in pairs which of course is worth more points.

I'm in the process of getting a production quote which will include the cost of the mold for the stackable ghosts. The cost of the ghost is the main reason it has not been published. I have had 4 publishers turn it down because of the production cost.

The game consists of

Rule book
Game board 20 x 20
36 Stackable ghosts 6 each in 6 colors
60 Clue cards
4 Tile racks
4 Player stadies
4 Player score markers
1 starting player marker
1 time marker

BubbleChucks
Offline
Joined: 06/07/2012
Oops no, I meant change the

Oops no, I meant change the game locale to a town instead of a house. A theatre, resteraunt, etc might lend itself to more options for the artwork than rooms - and having everything revolve around a town is a little different than the usual haunted house scenario.

Walking around a town might also offer more options for game play and theme - street lights affecting camera shots, ghosts hiding from people walking about, new buildings can be added to a greater extent than rooms (only so many rooms in a house).

But with the great theme, either way works.

Could you explain more about the stackable counters - how they work and what they look like?

Perhaps we can come up with an alternative.

If its a matter of the stacks (colours) representing players - and the ghosts (pictures) then you could play to the theme.

The ghosts could be represented with wooden discs - round and coloured with stickers for pics.

These would be placed in an open sided tube (so the coloured sides of the discs could be seen) - which would resemble a film roll cannister (the old type, before everything went digital).

Something as simple as a perspex tube with a cap and an internal or external sticker to depict the film roll. Perspex tube containers can be generally sourced and remove the need for fabricating a custom mold.

Alternatively, the counters could be square - in a square holder that represented an sd card holder case, or camera, or flash bulb, or something.

BubbleChucks
Offline
Joined: 06/07/2012
Or make your ownUse platic

Or make your own

Use platic or perspex tubing, cut down to size (covered with the film roll sticker) and pop some end caps in either end.

The sticker wouldnt wrap all the way round - leaving a window of 5mm so the sides of the coloured chips could be seen.

http://www.ebay.co.uk/itm/50-Black-Plastic-Blanking-End-Caps-Inserts-Plu...

http://www.psdgraphics.com/psd/old-film-roll-icon-psd/

They would also store the discs in the box as a tidy up.

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
BubbleChucks wrote:If its a

BubbleChucks wrote:
If its a matter of the stacks (colours) representing players - and the ghosts (pictures) then you could play to the theme.

The ghosts could be represented with wooden discs - round and coloured with stickers for pics.

The playable area of the house has 6 rooms; Entry hall, Library, Ballroom, Kitchen, Dining room, Cellar and a Grave Yard out back which holds the extra ghosts and card stacks.

Prototype board here http://www.bgdf.com/node/7700

Each ghost starts in a different room and has a haunting circuit to follow that goes through 5 of the 6 rooms. Each room has a point that 2 of the 6 ghost may occupy at the same time so we stack them. These double spots are how you can get a picture of two at once. Single ghosts and stacks are kept by the players for endgame bonus scoring. Captured ghosts are replaced starting on the next round, that’s why we have 6 of each.

Wooden discs have been looked into. They are considerably cheaper than having a mold made yet also considerably less cool looking.

The ghost will be something like the ones that come with the card game spirits.

http://www.boardgamegeek.com/image/602461/spirits?size=original

You can’t see it very well in the pictures but they have faces.

If I self publish this It will be crowd funded allowing me to disregard this extra expense.

BubbleChucks
Offline
Joined: 06/07/2012
Ah gotcha, I thought it might

Ah gotcha, I thought it might be a case of when a player takes a photo of a ghost they get the counter and stack it - moving their stack round as their player token.

Hence my idea of a film roll - sort of like putting the picture in the can.

I was going to suggest another alternate setting for the game - a haunted film studio (Deadwood Studios - or something). Just to avoid the cliche of the haunted house.

It would have allowed the characters to be old silent movie stars starting from different sound stages. That way their back stories could be linked to films of the silent era and the card designs could mirror silent movie stills - grainy black and white depictions with subtitles (either from old free sourced photographs or new black and white artwork).

That idea would have fit in with the film rolls and a movie making studio. Looking at the proto board I cant see it fitting though (due to the need for the back lot graves). Unless it was replaced by a past stars box or something. Then I would have gone with the idea of boxing the game in a film can and calling it -

Silent Screams - Tag Line, An Encore in Ectoplasm (and tried to resist suggesting an Oscar the Ghost Element, chuckles - I always liked Caspar).

The little ghosts look very good though, nice thematic eye candy.

I can't think of a cheap and simple alternative that would suffice as a holding element for multiple ghost space provisions. Even if you could source some wooden ghost meeples, it would still require custom shape stickers and they wouldnt look as good as the ones you have in mind.

I like the board outline, although the clock looks a little to big in the overall picture. I'm not sure about the movement arrows, if they are to be illustrated as is (or similar). With six ghosts you could split the location circles into six coloured segments with a corresponding number in each - to show the next move. It would be a bit tidier. Or maybe footsteps, then again the overlap would be present.

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
the clock could be a little

the clock could be a little smaller, its used to track the number of rounds played.

As for the board art its going to be a matter of how good the artist is and what they can do with the layout. foot steps is a good idea, they could each have a unique foot print.

JustActCasual
JustActCasual's picture
Offline
Joined: 11/20/2012
Why not go for punchboard

Why not go for punchboard tokens for ghosts? You get the good individual looks and can use differing silhouettes so they are still easily differentiable in a stack. Still costs a bit though. You could just do cards for them, and then "V" when they're stacked: having them on cards would also make them look more like photographs for the theme and vastly lower costs.

Seriously: from what you describe the ghosts being a stackable custom mold is a nice bonus, not a requirement nor an essential element of the design. If this is what is stopping you from getting published just incorporate their feedback and move on. They'll also know you're a designer they can work with, possibly leading to more published games.

Also, there is no reason that you need to put all the ghost tracks on the board. Why not just put the room sequences in the grave slots? Just put an icon sequence down the side of each grave (you could use your starting icons for each ghost large on the headstone to increase the connection). It would remove a lot of the mess, and free your visual resources in the house to amp up flavour. [PS. Why are there no bedrooms, bathrooms, or staircases in this house? Was this house designed for ghosts? ;) ]

Why are the player aides at the top of the board backwards and use different art? Are the abilities different for players on each side of the board? Because x => y + z reads differently than y + z => x.

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
JustActCasual

JustActCasual wrote:

Seriously: from what you describe the ghosts being a stackable custom mold is a nice bonus, not a requirement nor an essential element of the design. If this is what is stopping you from getting published just incorporate their feedback and move on. They'll also know you're a designer they can work with, possibly leading to more published games.

It’s not just the cost of the ghosts that is at issue, this game has quite a few bits. Many different and cheaper solutions have been looked into and I did not try to dissuade any of the publishers from trying to bring the cost down. They just believed that the game needs to be on the cheaper end of the scale for the target audience.

Since I will have fairly little financial risk with crowd funding I can do the game with high quality components. Without crowd funding I couldn’t even consider it. Even with using the cheaper production materials the printing cost alone is half of my yearly income.

BubbleChucks
Offline
Joined: 06/07/2012
There are still elements of

There are still elements of risk with Kickstarter, just different kinds.

The goal is to reach a funding target. A failure to reach the target means all bets are off, so to speak. Which throws up a couple of decisions -

Do you invest in artwork before running the campaign, banking on the fact that potential funders are more likely to give their support if they can see how the game will look?

Or do you include some rough drafts, hoping they will be able to envision the finished games appearance and show their support in anticipation of the artwork meeting their expectations?

Secondly, nicer pieces will up the amount you will need to ask for and raise the target goal.

So, do you go all out on the pieces and risk it that the added aesthetics will generate more support (meeting and exceeding the funding target goal) or do you pitch the aesthetics a little lower (but still retain a quality appearance) resulting in the need for a lower funding goal (which might be easier to reach).

Every decision has an element of risk to it when you are considering returns on investment, but the risk isnt always obvious.

Its a bit like fishing - you have in mind what you want to catch and then you have to decide what bait you would like to put on the hook and how much you are willing to pay to acquire that bait - or something approximating it.

At this stage its all a bit academic (until you receive word back on the production cost associated with the custom pieces). And I think you are perfectly correct in keeping with the idea of including them at this stage.

However, I wouldnt rule out alternatives completely until the costings are in and you can assess the risk to reward scenario - with figures and expectations in hand.

Two wooden meeple ghosts would fit in one of the circles on the game board quite easily. Although I'm note sure if they can be found for general aquisition. Alternatively, two wooden discs with snappy ghost stickers on top would be easily identifiable in a stack if they where different colours.

I think Justs suggestion for the pathway routes on the gravestones is quite a good one as well - much better than my circle inclusion idea. A clean, visual appearance for the board (without trailing arrows or footprints) might look a lot nicer. And as just said, it would allow the artist more space to make the house visuals more appealing.

svenne
svenne's picture
Offline
Joined: 01/06/2013
Oh my dear! I am working hard

Oh my dear! I am working hard on my own board game and it has far more components than your's. I think I have a lot of work left by cutting down the amount of bits and pieces...

JustActCasual
JustActCasual's picture
Offline
Joined: 11/20/2012
Well it's not so much number

Well it's not so much number as type being the issue. If you can use basic items like cards/cubes/chits/chips/pawns you're probably OK. But as soon as you start on custom pieces you're probably looking at expense for custom molds. As said above, you can sometimes cheat with stickering.

abdantas
Offline
Joined: 11/13/2012
stickering

i cheat with stickering all the time.

don't tell my wife ;0)

I like what you're doing with this but like t he other guy said i really think the haunted house thing is overplayed. You should seriously look into maybe doing the movie studio idea, i like that. Plus, 90% of the time the ghosts are haunting where they died not where they're buried, so aside from thematic value i really don't see why the graves need to be there. It kinda feels like you're trying really hard to sell people on the theme when it should just sell itself.
plus a haunted studio you could make characters that are reminiscent of real life movie stars.

Like John Wayne, or Marilyn Monroe.

Just saying.

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
abdantas wrote: Plus, 90% of

abdantas wrote:
Plus, 90% of the time the ghosts are haunting where they died not where they're buried, so aside from thematic value i really don't see why the graves need to be there. It kinda feels like you're trying really hard to sell people on the theme when it should just sell itself.

There are multiple copies of each ghost and a small deck associated with it. I needed a place to put them that is related with the individual ghosts. Graves seemed obvious.

abdantas
Offline
Joined: 11/13/2012
Colors

If the backs are color coded to the ghosts then this is an easy fix

Syndicate content


forum | by Dr. Radut