Friday, September 5, 2014

The Reckoning

Howdy Folks, 

Today's post is a small update to the game, with large implications!

I've been writing a blog on game design and I realized I missed one of my own points in High Moon. So I decided to add it in. The general idea is "multiple ways to win". 

Essentially it's a scoring system that determines how well you played, instead of just win/lose. The app implementation of High Moon was going to have this regardless, but I've found a way to add it to the physical card game that should be fairly satisfying and provide for more unique play styles and motivations.

Here's how it works: 

Phase Four - The Reckoning (ONLY IF A PLAYER HAS BEEN DEFEATED)

The Iron Witch will pass judgement upon you and your opponent, scoring how well each of you has done in this duel.


1. Use the list on the “scoring list” card to calculate each players’ score.



2. The player with the highest score wins the duel, and the Iron Witch’s favor. In the event of a tie, the Iron Witch will be equally pleased with all players.

If you can't read it on the card, the scoring is as follows:

  • +1 for each health point you have left
  • +1 for each energy point you have left.
  • +1 if all your elements are active
  • +1 if you were not defeated
  • -1 if you were defeated
  • -1 for each of your discarded element spells
  • -1 for each of your active signature spells
  • -1 if you are suffering from withdrawal
These are all things that can be figured out at the end of the duel, so you don't need to keep track of the score throughout. 

Why does this make the game better? Well! It gives you different incentives while playing. Do you try and force your opponent to discard as much as possible? Do you choose void as your signature spell to make discarding guaranteed? Do you use Ice to reduce your opponent's energy AND health? Do you use water as your final blow to give you a boost in HP? Or do you use Ice again to plunge them into withdrawal as they are defeated?

Lots of different strategies for reducing their score and improving your own. So the focus is now more on how you play, instead of win/lose. To me that's a lot more rewarding for all players, even those who are defeated. Maybe I only lost by 1 point? Maybe I was defeated but still had a higher score!

Along with this change, the health tracker no longer says "death", instead it says "defeat", which makes way more sense in the context of the story anyway.

Speaking of story...I updated the introduction in the rulebook to reflect these changes:

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Somewhere beyond God’s reckonin’, is a place called the Forgotten West. A prison land of sorts, housing the damned, the mysterious, the unfortunate. You ended up there, God knows why, and you sure ain’t leavin’ anytime soon.

The Iron Witch, a downright mysterious bein’, has sired you into his coven, grantin’ you the ability to use powerful magics. It’s unclear why he chose a scruffy low-life such as yer self, but he did...and now it’s time you showed ‘im what yer made of! The Iron Witch is requirin’ all his newly sired to duel each other at High Moon, so that he can make y’all into witches proper.

But you ain't brandishin' no pistols in this here duel, no sirree. That’d be too cliché. Instead you’ll be battlin’ foes with the elements! Freezin’ em to bits, blowin’ ‘em to bits, electrocutin’ ‘em to bits...well you get the picture. There’ll be lots of bits when all is said and done.

Equally matched against your fellow witches, you got to master the elements with all their particular strengths and weaknesses. Mind yerself now, this ain’t just about winnin’ or losin’. The Iron Witch is more interested in how y’all duel. Any fool can throw down hellfire and burn up the whole damn town. Nah, he’s lookin’ for the clever ones.

So stay sharp, focused, and try not to get dead! It’d be such a waste...
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What do you think of these changes? Post a comment :) 

Also, big thanks to everyone who helped with wording!









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