Wow, I’ve been busy lately. Development on the game’s been slow, but not for lack of me thinking about it. The new prototype board is sitting on my desk, just waiting for a trial run. I feel as though the cards need to be revamped before a real playtest can happen, but that might not be totally true. Matt and I could probably run through it and do some good at this point, but I really want to polish up some things first.
I had 2 ideas today. Sometimes if you put things away for a while, a great idea will come to you out of nowhere. Here they are:
1) The Encounter Decks used to be roughly 15 card decks with between 5 – 10 different card types. When drawing, you’d cross reference the Depth on the Encounter card with your own Depth to see if you Encounter it. Turns out this sucks. We’d forget to do this all the time, and end up facing challenges we shouldn’t have, and also it sucks to draw a card and instantly discard it if your Depth doesn’t match. Very anticlimactic. So we scrapped that idea, and now Depth does something else entirely. The new encounter decks will consist of 6 ‘Open Water’ cards (no encounter), 1 – 2 ‘Murky Water’ Cards (which make you draw another card with no chance to avoid it) and then 2 – 4 Encounters (ships, creatures and hazards) plus 1 Random encounter card (to keep things interesting and add the element of surprise.)
2) Most encounters lead into Fights or Confrontations. In a fight the encounter acts, and then the players act. Repeat. In a Confrontation, the encounter acts and then departs (such as a trader who offers to trade and then sails off.) One element missing here is an in depth approach to Hazards… lets say you encounter a massive cloud of floating ship debris. You obviously cannot have a fight with it, because its mostly just sitting there. Even if it took ‘actions’ such as ‘You are struck by a drifting hulk of debris!’ there is no intent behind the encounter, and therefore I imagine it would come off sort of dry. I’m not ruling this method out, but my idea was to have what I’ll call Passive Hazard Encounters.
Instead of the Ship Debris hazard rolling to do an action against the players and have them respond back and forth, I think this new class of encounters might function on a different mechanic. Perhaps players are presented with several choices:
1) Go around
2) Quickly pilot through
3) Carefully pilot through
4) Blast through
5) Scan for Cargo
6) Radio for advice
Each option then has MODIFIERS and RISKS. Modifiers are resources or requirements that can be met to increase the chance of success. Lets say to succeed you have to roll a 9 or greater on a 6 sided die. Each Modifier you meet adds +1 to your roll. If you roll an 8 or less, you face the Risks, which could include all kind of negative stuff.
1) Go around – MODIFIERS: Power, Crew in Scanning – RISKS: Lose 1 Fuel
2) Quickly pilot through – MODIFIERS: Power, Morale, Crew in Bridge – RISKS: Take Damage
3) Carefully pilot through – MODIFIERS: Power, Crew in Scanning – RISKS: Exhaust Module, Draw New Encounter
With these encounters mixed into everything else, it introduces a whole other kind of challenge. Off the top of my head I image: Thick Kelp Beds, Debris Fields, Pods of Docile Creatures, Ice Shards, Caves, Mountains, Ship Traffic, and more. Certain choices might have advantages too, such as Scanning for Cargo might yield valuable goods or even new Modules, but the risks might still be in place.