I love it when a good plan comes together; I just wish I'd had one a few months ago!
I'm going to reiterate a bit of previous stuff to show why seeding mechanics is so difficult if you don’t have a deliberate strategy.
Previously, I mentioned that I had a ridiculously low quantity of common cards that play into the “token” theme, yet thought I was right on the money. How could I have been so off-track??
If you look at the roadmap for mechanics I gave in the last article, you’ll see that my new target is 38 cards that are part of the “tokens” theme. I also said that I figure roughly 60% of the cards in a theme should be at common. (In this case, I’m actually going with 55% at common.)
So:
Tokens: 38 cards
Target: 55% of these at common
Total target for common cards in theme: 21 cards
How many did I actually have at common?
18 cards.
18 cards instead of 21 – not bad for having worked without a plan, right? And yet something went wrong – we never had enough tokens in our games to use the cool effects that relate to tokens…And I had to dig a bit deeper to find out why:
Tokens theme: 18 cards (yay!)
Cards that generate tokens: 5 (doh!)
Cards that punish tokens: 8 (double-doh!)
Cards that leverage/reward tokens: 5
So my roadmap has to contain more detail than just “qty of cards with mechanic X”. I actually have to identify – for each mechanic – how many cards have the mechanic; how many punish/prevent it; and how many reward/leverage it. And figure out (through trial and error) what makes for a good balance in these categories (generate/punish/reward).
Previously, I mentioned that I had a ridiculously low quantity of common cards that play into the “token” theme, yet thought I was right on the money. How could I have been so off-track??
If you look at the roadmap for mechanics I gave in the last article, you’ll see that my new target is 38 cards that are part of the “tokens” theme. I also said that I figure roughly 60% of the cards in a theme should be at common. (In this case, I’m actually going with 55% at common.)
So:
Tokens: 38 cards
Target: 55% of these at common
Total target for common cards in theme: 21 cards
How many did I actually have at common?
18 cards.
18 cards instead of 21 – not bad for having worked without a plan, right? And yet something went wrong – we never had enough tokens in our games to use the cool effects that relate to tokens…And I had to dig a bit deeper to find out why:
Tokens theme: 18 cards (yay!)
Cards that generate tokens: 5 (doh!)
Cards that punish tokens: 8 (double-doh!)
Cards that leverage/reward tokens: 5
So my roadmap has to contain more detail than just “qty of cards with mechanic X”. I actually have to identify – for each mechanic – how many cards have the mechanic; how many punish/prevent it; and how many reward/leverage it. And figure out (through trial and error) what makes for a good balance in these categories (generate/punish/reward).
And that’s the real subtlety (or at least it was too subtle for me to realize intuitively):It isn't good enough to say "There are 18 cards in the token theme at common", because it matters what those cards are doing with the theme.
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Instead of having 13 common cards that generate tokens, I had only 5! Not only that: instead of a mere 3 that punish (i.e. destroy) tokens, I had 8! Ouch!
I hope this is of some use to somebody out there. I’ve sunk hundreds of hours into my set already, and now I have a bunch more ahead of me to shape it into what I really want it to be. If I’d planned better up front, I would be much further along now.
(Having said all that, I had to go through a certain amount of brainstorming-type design simply to hit on mechanics/themes that I liked enough to build a set around. But I should have switched to “planning” mode way earlier on…)
2 comments:
I remember MaRo mentioning that if they wish to push a mechanic, they'd have ZERO cards that punish it.
Might be something to consider - you need some 'safety valves' of course, but if you want to let people have fun with a mechanic, you don't want to bifurcate the metagame...
Hi Behrooz, thanks for reading!
I hear what you're saying, I admit that I included the "mechanic-punisher" cards more out of a fear of a pro player breaking the set than from a genuine desire to play with them...
It's been a month since my last playtest group; I'll pay attention to the "hosers" at the next one and see how it's going.
-J
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