DragonMech Battles: Designer Diary #6
Posted: Mon Jun 23, 2008 4:34 pm
WORKING LANGUAGE
We're swearing at the game.
I'm swearing. Dieter's swearing. Based on some of the feedback, I'm pretty sure playtesters were swearing. Playtesters usually are.
At about this point in any project, designer fatigue sets in. You look at your baby, and all you see is warts and blemishes. So it's not a surprise that we're swearing. After living with DragonMech Battles for several months, we're taking the good stuff for granted, and just seeing the things that need revision.
Luckily for us, we're about to head into a fun part of the project. The core rules are close to done – like concrete that's starting to set – so it's time to build the world around the game. And world design is something Dieter and I both love to do.
We have one advantage already: DragonMech has a rich setting that we've both helped develop for a long time now. Our plan is to advance that setting 10-20 years into the future. People who know DragonMech will find interesting new material, and people who don't will discover a nice new war-torn world to fight in. So we need to detail that world. Our plan right now is to write a host of mini-essays that can be used as sidebars, interspersed with game rules where appropriate.
The list of topics so far covers everything from "The Lunar Rain Begins" to "Weird Races of Highpoint" and "The Legion's Giant Falls." Some of this material will add flavor, while some will generate new mechanical content. Content like the Death Spider, an arcane mech from the ruined forests that spits acid and disease at its foes. Or the massive Hellhammer, a mech that threatens to give the orcish warbands the advantage they need. And all of it should be fun to write. Which will hopefully clean up our language.
******
Speaking of playtesters, I'd like to thank them for their efforts. In particular, the following people helped make substantial improvements to the game: Ken Hart, David Miessler-Kubanek, Robyn Miessler-Kubanek, Chris Rhodes, Mateo Salazar, Deidre Shea, Kevin Shea, David Teagle, Ryan Wood. If combat is smoother now, and if character abilities make more sense, and if the rules are more friendly to new players, thank these folks.
We're swearing at the game.
I'm swearing. Dieter's swearing. Based on some of the feedback, I'm pretty sure playtesters were swearing. Playtesters usually are.
At about this point in any project, designer fatigue sets in. You look at your baby, and all you see is warts and blemishes. So it's not a surprise that we're swearing. After living with DragonMech Battles for several months, we're taking the good stuff for granted, and just seeing the things that need revision.
Luckily for us, we're about to head into a fun part of the project. The core rules are close to done – like concrete that's starting to set – so it's time to build the world around the game. And world design is something Dieter and I both love to do.
We have one advantage already: DragonMech has a rich setting that we've both helped develop for a long time now. Our plan is to advance that setting 10-20 years into the future. People who know DragonMech will find interesting new material, and people who don't will discover a nice new war-torn world to fight in. So we need to detail that world. Our plan right now is to write a host of mini-essays that can be used as sidebars, interspersed with game rules where appropriate.
The list of topics so far covers everything from "The Lunar Rain Begins" to "Weird Races of Highpoint" and "The Legion's Giant Falls." Some of this material will add flavor, while some will generate new mechanical content. Content like the Death Spider, an arcane mech from the ruined forests that spits acid and disease at its foes. Or the massive Hellhammer, a mech that threatens to give the orcish warbands the advantage they need. And all of it should be fun to write. Which will hopefully clean up our language.
******
Speaking of playtesters, I'd like to thank them for their efforts. In particular, the following people helped make substantial improvements to the game: Ken Hart, David Miessler-Kubanek, Robyn Miessler-Kubanek, Chris Rhodes, Mateo Salazar, Deidre Shea, Kevin Shea, David Teagle, Ryan Wood. If combat is smoother now, and if character abilities make more sense, and if the rules are more friendly to new players, thank these folks.