Wednesday, February 18, 2015

Orccon post mortem

What I've been up to...

So I was at Orccon this last weekend. It was a good show for me. Lots of cool highlights. My newest release, Pew Pew! did fairly well. I did a fair amount of demoing for it and was even asked to sign a copy for one of the people who bought it at the show. Awesome feeling to have someone ask you to do that :0)
In less pleasing news, although I kind of new it was coming, Victory Point Games is going to stop selling a couple of my abstract games (Swytch and Symmetric). They really were the wrong company for abstract anyway. But, now I'm going to need to find them a new home or figure out how to self publish them. So, if you're a publisher and are interested feel free to contact me :0) That pretty much goes for anything else I post on this blog actually...
Unfortunately working the show also meant I wasn't working on any designs so I wasn't able to push Politics of War forward any. And it is now time I start working on my next weekly project.

What I'm doing next...

So, what will my next project be. I don't know for sure yet. But, as has become my tradition I'm starting with three rolls on my d68 table. My results; Betting/Wagering, Time Track, and Simultaneous Action Selection. I will try to use at least two of those. And for clarity, according to Boardgamegeek...
  • Betting/Wagering games are games that encourage or require players to bet money (real or in-game) on certain outcomes within the game. The betting itself becomes part of the game. This mechanic is most commonly associated with Poker.
  • A time track mechanism is a variable player-turn order mechanism by which the player who is last on the time track goes next. The function of this mechanism can allow a player to have multiple sequential turns due to being last after each one. The basic premise is that you can choose to do a longer, slower task in the game, but in the meantime, a player taking shorter, quicker actions might change the "landscape" of the playfield. It is arguably a derivative of "action point" systems, except in the case of time tracks, the player doesn't have a fixed number of points she can or must use on her turn. In some time track games, the active player must stop as soon as an action moves her out of the last position. In the ones with a loop for a time track, players tend to be restricted from lapping the track on one go.
  • The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the ruleset of the game.
I'm not sure how feasible it is to have Simultaneous Action selection and a Time Track mechanism... but the fact that is seems like a bad mix at first glance kind of makes me want to try it...

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