Hello everyone,
I'm joining BGDF as a casual game design. I used to develop ideas with my friends but post college I'm afraid most of them don't have time for it, so I was hoping to find a creative atmosphere here to share ideas and talk.
I'm currently very interested in creating wargame with some CCG elements, possible taking a few elements from the old Battle Masters game since my friends are very much into wargames right now and will be making some topics to discuss aspects and inherent difficulties with the concept. However I also look forward to discussing other people's ideas as I very much enjoy game design and the creativity that surrounds it.
I look forward to meeting the frequenters here and talking.
Hello and thanks for the welcome!
I was considering using the giant hex grid map to avoid measuring. (Though perhaps not as big as Battle Master's at least at first. I was thinking 4 feet by 4 feet to start with.)
My theory is that CCG's and wargames have a lot in common but the ability to move and manage an army AND a hand of cards/deck/discard makes it too complicated to be fun. My core thought was to find a way to minimize both army management, card management and how much players need to remember themselves.
I was thinking of using a giant hex grid map like battle master's had with terrain (made specifically for the board) randomly place to reshaping the play field game to game so it isn't static or stale. My hope was that this would eliminate the need measuring which would be a good start towards limiting army management as it could do away with tap measures leaving a hand free to hold cards.
Additionally the bases used by battle masters made unit movement really easy. My thought was make magnetic bases that could then be loaded with squad of your choice and easily moved across the board, easy to keep track of damage (by removing models from the bases) while still having some strategy in the form of squad formations on the base itself as I do enjoy squad management game elements.
Distantly in the fantasy land where this actually gets made I also thought the bases would make the game easier to store then a standard game. Back when battle master's was around we fitted the bases with some Tupperware bottoms to protect the plastic models when we carried the box to other people's houses on our bikes. I was thinking a similar top could be applied making it easy to protect and store models in standardized slots cut in foam making storage of the game easy and cheap compared to most wargames.
I'm also a fan of the Battle Master's odd unit activation system, since it kept the game moving by allowing people to take turns moving many, many units without having to write up and reference a initiative order or just arbitrarily alternate and try to keep track of what moved or what didn't this turn. However its very random nature seems to kill to much strategy in game so I'm trying to think of a way to capture the good elements of that (keeping the game moving with no need to reference books or other materials) in a more strategic format.
I have a lot of thoughts and idea of how some game elements might work, but I thought it might be a good to introduce myself and then lurk around for I get to deep into my own ideas.