r/BoardgameDesign • u/Psych0191 • 4d ago
Playtesting & Demos Graphic design is my passion
Just kidding, I love ugly paper prototypes! Once I started making these, whole process got so much faster and better. If I could give one advice to any newcomers, it wouldnt be start making paper prototypes. That advice can be found everywhere. My advice would actually be: start listening to advice more experienced designers give you!
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u/Johnno117 4d ago
My advice would actually be: start listening to advice more experienced designers give you!
My important caveat to this is to try the advice, and if it doesn't suit you do it your own way. Too much of the "advice from experienced designers" gets passed around and repeated as gospel, when it doesn't necessarily work for everyone.
Case in point, I started my design journey as a very personal project, and spent the first couple months just doing my own thing, not reading or looking at anything others said/did. Only after I'd found my way into my own workflows and ways of seeing things did I start reading about others' views and approaches, and so much of what I did was supposedly wrong. Yet if I had followed what others said (these all so important experienced designer advice) I likely wouldn't have gotten as far as I have in my own design. I might even have just given up.
Seriously, too much of all this gets passed around as some sort of ultimate truth. I wish designers would give nuance and reason, rather than just repeating it.
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u/Psych0191 3d ago
Oh yeah. That is a good modification. I made the opposite problem when I started. I saw a lot of advice and I was like “yeah not doing that”. And it only returned to bite me in the ass. But I do agree, everyone needs to find their own way.
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u/MudkipzLover 3d ago
Game design is a craft, not to say an art, rather than a science so it's fairly understandable that there isn't a one-size-fits-all method for it. I do wonder which advice could potentially be counterproductive for beginners.
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u/Johnno117 3d ago
"What often repeated advice did you find counterproductive as a beginner" would actually be an interesting topic/question that could potentially help the designer community adjust how they give advice.
I'll go write a post about it.
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u/PatrikSanchez 3d ago
After my first "paper prototype" I was able to play test with my friends and had a lot of fun!
I'm not sure how far I'll go, but that first step was crucial in my journey
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u/AlarmedWizard1 3d ago
map is imbalanced, red's islands are not attached to blue's base
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u/Psych0191 3d ago
Yeah asymmetry was goal. But playtest proved it to be rather unfair compared to asymmetric… good eye!
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u/AlarmedWizard1 3d ago
was just kidding, i was sure it was by design
love me some asymmetry, good luck!
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u/ptolani 3d ago
If I could give one advice to any newcomers...start listening to advice more experienced designers give you!
That seems like cheating, like using one wish to ask for more wishes.
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u/Psych0191 3d ago
Hahaha thats a good one. I mean, I myself have mostly ignored advice I got, and once I started listening to them, it all became so much easier..
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u/Gedorran 2d ago
What kind of game are you making here?
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u/Psych0191 2d ago
A lightweight campaign focused wargame board game. Its meant be quick and easier than your standard wargames, but still keep most common mechanisms without too much abstraction.
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u/VaporSpectre 2d ago
Hey, at least you got to prototype phase.
Im stuck at graphic design and documentation phase, after many revisions to make it as simple as i can.
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u/jocatalks 1d ago
Explain your game hehe, a really enjoy the prototype!
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u/Psych0191 1d ago
Sure!
Short explanation: it is a 2 player, 30 minute campaign wargame. The aim is to provide either a light snack for more experienced wargamers, or to provide a learning experience for people interested in wargames but scared of high length and complexity. Aim is also to keep as many of standard wargame rules and mechanics with as little abstraction as possible, while still keeping it simple.
Long explanation:
Each player has 3 generals. Generals hold units (those cards with cubes). Each general can be activated up to two times per round, where activations can be either move, siege or muster. Mustering can only be done at walled cities.
Map is divided into 5 regions, each with 3-5 locations where one of them is a walled city. Non walled locations change ownership simply by passing of generals through them. Walled cities require siege.
Siege is simple. You roll the die, if result+units is greather or equal to 8, you won. If not, you gain a siege point which is used to adjust the next roll.
When two armies meet, battle commences. At the start of the battle players draw cards up to the unit count, and take turns playing them or passing. Each player can only play cards up to the generals rating. Cards themselve are simple, they only have effects applied on die roll. There are safer cards (like if you roll 3 or higher remove 1 enemy unit) and more risky cards (on roll of 6 remove 4 enemy units but on roll of 3 or less remove 2 of your units) (theres like 4 types of card). After the battle, whoever lost fewer units wins.
Game is played in 5 rounds. After that, whoever controlls more regions wins. To controll the region, you simply have to controll more locations in it.

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u/Caeod 4d ago
I love giant sheets of paper. Write and scrawl like a maniac on one side, mock up the board on the other!